Order Dice: 14        Total Points: 1249
PLATOON #1
                                                               *Version 3  U.S.  Armoured Platoon
                                                                     COMMAND VEHICLE
Sherman Medium Tank (Version 3 Rulebook page 227)                                                                                                     Veteran                302
       Vehicle                                                       Type          Trans             DV
Qty     Weapons                                                      Range         Shots             Pen Special
1      M4A1 Sherman 76mm medium tank
                                                                     Tracked                         9+
        Turretmounted heavy antitank gun                               72"               1          +6 HE (2"), Gyrostabiliser (Veterans only)
        Coaxial MMG                                                     36"               3          n/a
        Forward facing hullmounted MMG                                  36"               3          n/a Front arc
        Pintlemounted HMG                                               48"               3          +1 Flak, 360 degree arc (6 shots at airplanes)
                                                                   CMD VEHICLE OPTIONS
Command Vehicle rule (v3) (Version 3 Rulebook page 188)                                                                                                                       10
 Command Vehicle special rule
                                                                               VEHICLE
Scout & Armoured Cars (Version 3 Rulebook page 229)                                                                                                   Regular                130
       Vehicle                                                     Type           Trans              DV
Qty     Weapons                                                    Range          Shots              Pen Special
1      M8 Greyhound
                                                                  Wheeled                           7+     Recce, Opentopped
        Turretmounted light antitank gun                           48"               1             +4     HE (1")
        Coaxial MMG                                                 36"               3             n/a
        Pintlemounted HMG                                           48"               3             +1     Flak, 360 degree arc (6 shots at airplanes)
M3 White Scout Car (no transport) (Version 3 Rulebook page 230)                                                                                       Regular                 68
       Vehicle                                                    Type            Trans              DV
Qty     Weapons                                                  Range            Shots              Pen Special
1      M3 White Scout Car (Recce)
                                                                Wheeled                              7+     Recce, Opentopped
                                                  Tow: Light or medium antitank gun; light howitzer; light antiaircraft gun
        Front pintlemounted HMG                                   48"                 3              +1     Flak, Front arc (6 shots at airplanes)
Scout & Armoured Cars (Version 3 Rulebook page 229)                                                                                                   Regular                105
        Vehicle                                                                            Type                  Trans       DV
Qty      Weapons                                                                           Range                 Shots       Pen     Special
1       M8 Greyhound
                                                                                           Wheeled                           7+     Recce, Opentopped
         Turretmounted light antitank gun                                                    48"                 1          +4     HE (1")
         Coaxial MMG                                                                          36"                 3          n/a
                                                                         PLATOON #2
                                                           *Version 3  U.S.  Heavy Weapons Platoon
                                                                  PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 220)                                                                                                   Inexperienced               28
Qty        Weapons                                                                                             Range                Shots             Pen   Special
1          Platoon Commander
1          Infantry (equipped as modeled)                                                                                                             
           with Pistol                                                                                            6"                  1               n/a
           with Rifle                                                                                            24"                  1               n/a
           with Submachine gun                                                                                   12"                  2               n/a   Assault
                                                                         HEAVY WEAPONS
Heavy Machine Gun Team (Version 3 Rulebook page 223)                                                                                                  Regular                 70
Qty       Weapons                                                              Range                  Shots            Pen   Special
1         Heavy Machine gun team                                                48"                     6              +1    Team (4 men), Fixed
Heavy Machine Gun Team (Version 3 Rulebook page 223)                                                                                                  Regular                 70
Qty       Weapons                                                              Range                  Shots            Pen   Special
1         Heavy Machine gun team                                                48"                     6              +1    Team (4 men), Fixed
                                                                               MORTAR
Heavy Machine Gun Team (Version 3 Rulebook page 223)                                                                                                       Regular                    70
Qty        Weapons                                                                 Range              Shots             Pen     Special
1          Heavy Machine gun team                                                   48"                 6               +1      Team (4 men), Fixed
Heavy Machine Gun Team (Version 3 Rulebook page 223)                                                                                                       Regular                    70
Qty        Weapons                                                                 Range              Shots             Pen     Special
1          Heavy Machine gun team                                                   48"                 6               +1      Team (4 men), Fixed
                                                                                   MORTAR
Mortar Team (Version 3 Rulebook page 224)                                                                                                            Inexperienced                    25
Qty        Weapons                                       Range            Shots         Pen       Special
1          Light Mortar team                             1236"               1         HE        Team (3 men), Indirect fire, HE (1")
                                                                               PLATOON #3
                                                                       *Version 3  U.S.  Rifle Platoon
                                                                        PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 220)                                                                                                            Regular                    50
Qty          Weapons                                                                                          Range                   Shots                Pen         Special
1            Platoon Commander
2            Infantry (equipped as modeled)                                                                                                                
              with Pistol                                                                                         6"                    1                  n/a
             with Rifle                                                                                           24"                   1                  n/a
              with Submachine gun                                                                                 12"                   2                  n/a         Assault
                                                                                   INFANTRY
Infantry Squad (Version 3 Rulebook page 221)                                                                                                               Regular                    76
Qty        Weapons                                                                                                        Range               Shots              Pen       Special
1          NCO with Rifle                                                                                                     24"               1                n/a
5          Infantry with Rifle                                                                                                24"               1                n/a
1          Infantry with BAR M1918A2 Automatic rifle                                                                          30"               2                n/a
Infantry Squad (Version 3 Rulebook page 221)                                                                                                         Inexperienced                    42
Qty             Weapons                                                                    Range                        Shots                 Pen           Special
1               NCO with Rifle                                                              24"                           1                   n/a
5               Infantry with Rifle                                                            24"                        1                    n/a
Airborne Squad (Version 3 Rulebook page 222)                                                                                                               Veteran                    110
Qty          Weapons                                                                                       Range                Shots                Pen         Special
4            Infantry with Rifle                                                                            24"                     1                n/a
1            NCO with Submachine gun                                                                        12"                     2                n/a         Assault
2            Infantry with Submachine gun                                                                   12"                     2                n/a         Assault
             Stubborn                                                                                                                                            Stubborn
Airborne Squad (Version 3 Rulebook page 222)                                                                                                               Veteran                    93
Qty       Weapons                                                                                                             Range            Shots              Pen       Special
1         NCO with Rifle                                                                                                       24"               1                n/a
4         Infantry with Rifle                                                                                                   24"                  1             n/a
1         Infantry with Light Machine gun (requires loader)                                                                     36"                  4             n/a
                                                                                  TRANSPORTS
Transport HalfTracks (Version 3 Rulebook page 230)                                                                                                        Regular                    70
        Vehicle                                                       Type             Trans         DV
Qty      Weapons                                                      Range            Shots         Pen Special
1       M2 halftrack
                                                                     Halftrack            10         7+    Opentopped
                                        Tow: Light, medium or heavy antitank gun; light or medium howitzer; light or heavy antiaircraft gun
          Front pintlemounted HMG                                      48"                3          +1    Flak, Front arc (6 shots at airplanes)
Unit Special Rules
Assault
(v3 page 96) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an assault weapon count as having the Tough
Fighters special rule (Tough Fighters: When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can reroll the failed
rolls to damage)
Command Vehicle
(v3 page 149) Adds a morale bonus of +1 to itself and to any other friendly vehicle within 12" (not cumulative with morale bonus, and other command vehicles). In
addition, when it activates, it can use one 'You men, snap to action!' extra dice on any one friendly vehicle within 12", except for other command vehicles. Command
vehicles count as platoon commanders for the purpose of receiving orders from other officers.
Fixed
(v3 page 149) Adds a morale bonus of +1 to itself and to any other friendly vehicle within 12" (not cumulative with morale bonus, and other command vehicles). In
addition, when it activates, it can use one 'You men, snap to action!' extra dice on any one friendly vehicle within 12", except for other command vehicles. Command
vehicles count as platoon commanders for the purpose of receiving orders from other officers.
Fixed
(v3 page 96) When ordered to Fire, fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire
suffering the normal 1 to hit for 'fire on the move'. When ordered to Run, fixed weapons that are carried and crewed by infantry teams move the normal 12" over open
ground or 6" or rough ground, obstacles, etc. Fixed weapon units can never assualt other units. If assaulted by an enemy, the gun itself is ignored and the crew models
are assaulted as normal. Any artillery piece definded as light or medium can be moved by the crew with a Run orders, as normal for fixed weapons  except that those
units can only move 6" rather than 12" with a Run order. Heavy and superheavy antitank guns and heavy howitzers, as well as any lighter gun whose crew is reduced
to a single man, cannot be moved by their crew with a Run order.
Flak
(v3 page 117) All enemy with the Flak special rule automatically fire at the attacking aircraft if the token model lies within their range and firing arc, regardless of whether
they have already taken an action or not that turn. Flak fire does not require an action and takes place outside of the normal turn sequence. Firing a pintlemounted
machine gun flak weapon against an attacking aircraft does not make the vehicle count as opentopped for the turn. Any flak units in Ambush retain their Ambush status
if they shoot at an aircraft. Hidden lose their hidden status. Friendly units must test to hold their fire (Inexperienced 4+, Regular 3+, Veteran 2+)  in case of Rookie pilot
all flak units open fire automatically. Measure range  Line of Site ignored. Flak weapons not pinned hit on 5+, pinner hit on 6  ignore all other modifiers. If HE hits,
multiply as for inside a building. If 3 or more hits, shot down.
Gyrostabiliser (Veterans only)
Weapon does not suffer the 1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not apply to vehicles with Inexperienced or Regular crew, nor
does it apply to any coaxial machine gun.
HE (1")
(v3 page 97) PEN: +1, PIN: D2 (D3 if in building)  Infantry and artillery can go down to halve the hits taken (rounded up).
HE (2")
(v3 page 97) PEN: +2, PIN: D2 (D6 if in building)  Infantry and artillery can go down to halve the hits taken (rounded up).
Indirect fire
(v3 page 101)  cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by indirect file receive no cover saves of any kind.
However, if the target unit is or goes Down when shot at with indirect fire, the number of hits suffered is still halved. When fired against vehicles, hits from indirect fire
weapons always strike the top armour, counting the +1 penetration modifier to damage regardless of the actual position of the firer. If an opentopped armoured vehicle
is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to the die roll on the Armoured Vehicle Damage Results Tables. Cannot fire
indirect fire weapons from Ambush. Indirect fire weapons can fire smoke (page 128).
Opentopped
(v3 page 149) Pinned by hits from small arms in the same way as softskins and infantry. If assaulted by infantry, opentopped armoured vehicles are destroyed
automatically if the vehicle is damaged, in the same way as for softskins. If hit against top armour then add an additional +1 to the damage result roll. Note that all hits
upon the upper surface of armoured vehicles count +1 penetration regardless of whether the target is open or not  so opentopped armoured vehicles suffer a double
penalty: +1 penetration and +1 damage result
Recce
(v3 page 150)
Stubborn
(v3 page 122) If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks, and are
therefore modified as normal.
Team (3 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve a team weapon,
then the weapon suffers a 1 'to hit' penalty. For squadbased team weapons, loader must remain within 1" or weapon suffers the 1 tohit penalty.
Team (4 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve a team weapon,
then the weapon suffers a 1 'to hit' penalty. For squadbased team weapons, loader must remain within 1" or weapon suffers the 1 tohit penalty.
United States Army Special Rules
Fire and Manoeuvre
All rifle/carbinearmed infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one extra die  so four riflemen would roll one extra
die, for example. These extra shots can be assumed to come from any of the men shooting.
GyroStabilisers
When a weapon is described as gyrostabilised in a vehicle's entry, it does not suffer the 1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not
apply to vehicles with Inexperienced or Regular crw, nor does it apply to any coaxial machine gun.
Air Superiority
The forward air observer unit may call an airstrike twice instead of once per game. Resolve the first airstrike as normal. Then, after the first airstrike has been
resolved, the FAO may call a second (when issued a Fire order).
Modern Communications
When units take an order test to move from reserve onto the table, do not apply the usual 1 penalty, but use their basic morale value instead.
PickList
Modern Communications
When units take an order test to move from reserve onto the table, do not apply the usual 1 penalty, but use their basic morale value instead.
PickList
United States Heavy Machine gun team                             2
United States Infantry (equipped as modeled)                     3
United States Infantry with BAR M1918A2 Automatic rifle         1
United States Infantry with Light Machine gun (requires loader) 1
United States Infantry with Rifle                               18
United States Infantry with Submachine gun                      2
United States Light Mortar team                                 1
United States M2 halftrack                                      1
United States M3 White Scout Car (Recce)                         1
United States M4A1 Sherman 76mm medium tank                      1
United States M8 Greyhound                                       2
United States NCO with Rifle                                     3
United States NCO with Submachine gun                            1
United States Platoon Commander                                  2