Order Dice: 7 Total Points: 418
PLATOON #1
*Version 3 British Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 234) Veteran 52
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
INFANTRY
Infantry Section (Version 3 Rulebook page 235) Regular 72
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Entire squad equipped with antitank grenades Tank hunters
Infantry Section (Version 3 Rulebook page 235) Regular 72
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Entire squad equipped with antitank grenades Tank hunters
SNIPER
Sniper Team (Version 3 Rulebook page 238) Regular 52
Qty Weapons Range Shots Pen Special
1 Sniper Team 36" 1 n/a Team (2 men), Sniper, Infiltrator, (Sniper has a rifle and a pistol, spotter has a pistol)
ANTITANK
AntiTank Team (Version 3 Rulebook page 237) Regular 25
Qty Weapons Range Shots Pen Special
1 Antitank rifle team 48" 1 +2 Team (2 men)
LIGHT MORTAR
Light Mortar Team (Version 3 Rulebook page 238) Regular 30
Qty Weapons Range Shots Pen Special
1 Light Mortar team 1236" 1 HE Team (2 men), Indirect fire, HE (1")
PLATOON #3
Eight Army (Sicily)
ARMOURED CARS
Humber Armoured Car Mk IV (Armies of Great Britain page 53) Regular 115
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Humber Armoured Car Mk IV
Wheeled 7+ Recce
Turretmounted light antitank gun 48" 1 +4 HE (1")
Coaxial MMG 36" 5 n/a
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)
HE (1")
(p68) PEN: +1, PIN: D2 (D3 if in building) Infantry and artillery can go down to halve the hits taken
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).
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.
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).
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).
Infiltrator
(v3 page 120) If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an additional +1 to the roll. In addition, the unit might
benefit from special deployment rules, as detailed in the scenario being played (see page 161).
Recce
(p118)
Sniper
(v3 page 122) If team includes a second man, the sniper rifles has the Team Weapon special rule. This means that, if the leader is killed, the second man can fire the
sniper rifles, with the usual 1 penalty to hit (as well as the 1 penalty to Morale due to the loss of the leader). Unlike other units with the Team Weapon special rule, all
members of a sniper team can fire any weapon they are carrying in any turn when the sniper is not using his scope, and in an assault they can use beneficial rules, like
those from submachine guns, tough fighters, etc. When a sniper shoots using a Fire or Ambush order, the player can decide if the sniper uses the rifle's scope, in which
case the following apply: The rifle range changes to 36". However, if the target is then found to be within 12", the shot misses automatically. The shot benefits from an
additional +1 modifier to hit. Any hits go straight to damage, no cover saves allowed, and benefit from a +1 modifier on damage rolls against infantry and artillery units.
If the sniper successfully rolls to hit and damage, the firing player can pick the squad leader in the target unit as a casualty. This includes NCOs, leaders of weapon
teams and artillery units, officers, medics, observers, and so on.
Tank hunters
(v3 page 122) If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the Damage Result table as for a normal
antitank penetration rather than as for superficial damage. In addition, these troops don't suffer from the Tank Fear rule when assaulting fullyenclosed armoured
vehicles.
Team (2 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.
British Army Special Rules
Artillery Support
The forward artillery observer unit may call an artillery barrage twice instead of once per game. Resolve the first barrage as normal. Then, after the first barrage has
been resolved, the observer may call a second (when issued a Fire order).
A National Characteristic
Any British Army can choose any one of the following rules. The only limit is that you can only choose one rule and that rule applies to the whole army.
Up and'at'em
If the unit is ordered to assault and fails its order test to Run, measure the range to the target, if the unit was in range, you can reroll the failed Order test to assault.
Blood Curdling Charge
Enemy units cannot react to an assault by shooting at them they are simply transfixed with horror at the sight of their foe. This rule does not apply if the units launching
the assault are Inexperienced including any units that start out with the Green special rule.
Tough as Old Boots
All Regular or Veteran infantry units roll bonus attack dice when fighting at close quarters. For every three men fighting in the combat roll one extra die. This attack can
be assumed to come from any of the men fighting.
Rapid Fire
All riflearmed Regular and Veteran infantry units roll bonus dice when shooting. For every three men shooting rifles with a Fire order (including Ambush and reaction
fire), roll one extra die. These extra shots can be assumed to come from any of the men shooting.
Vengence
Every Regular or Veteran unit that has 1 or more pin markers can make a test to lose 1 pin marker if there are any enemies within 12" immediately before an order is
given to it. Roll a die: on a roll of 4, 5, or 6 the test is passed and the unit loses 1 pin marker; on a 1, 2, or 3 the test is failed and the unit retains the pin markers it has.
Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker.
PickList
British Antitank rifle team 1
British Humber Armoured Car Mk IV 1
British Infantry (equipped as modeled) 1
British Infantry with Rifle 10
British Light Mortar team 1
British NCO with Rifle 2
British Platoon Commander 1
British Sniper Team 1
Platoon Commander Infantry Section
52
POINTS
72
POINTS
Version 3 Rulebook page 234 Version 3 Rulebook page 235
VETERAN REGULAR
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 Platoon Commander 1 NCO with Rifle 24" 1 n/a
1 Infantry (equipped as modeled) 5 Infantry with Rifle 24" 1 n/a
with Pistol Entire squad equipped with antitank grenades Tank hunters
with Rifle
with Submachine gun Assault
*Version 3 British Rifle Platoon Platoon #1 *Version 3 British Rifle Platoon Platoon #1
Infantry Section Sniper Team
72
POINTS
52
POINTS
Version 3 Rulebook page 235 Version 3 Rulebook page 238
REGULAR REGULAR
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
1 Sniper 1 n/a Team
(2 men), Sniper, Infiltrator, (Sniper has a rifle and a
36"
5 Infantry with Rifle 24" 1 n/a Team pistol, spotter has a pistol)
Entire squad equipped with antitank grenades Tank hunters
*Version 3 British Rifle Platoon Platoon #1 *Version 3 British Rifle Platoon Platoon #1
*Version 3 British Rifle Platoon Platoon #1 *Version 3 British Rifle Platoon Platoon #1
AntiTank Team Light Mortar Team
25
POINTS
30
POINTS
Version 3 Rulebook page 237 Version 3 Rulebook page 238
REGULAR REGULAR
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 Antitank rifle team 48" 1 +2 Team (2 men) 1 Light Mortar team 1236" 1 HE Team (2 men), Indirect fire, HE (1")
*Version 3 British Rifle Platoon Platoon #1 *Version 3 British Rifle Platoon Platoon #1
Humber Armoured Car Mk IV
115
POINTS
Armies of Great Britain page 53
REGULAR
DV
MOBILITY: Wheeled
TRANSPORT :
7+
SPECIAL: Recce
Qty Weapons Range Shots Pen Special
1 Humber Armoured Car Mk IV
Turretmounted light antitank gun 48" 1 +4 HE (1")
1 Humber Armoured Car Mk IV
Coaxial MMG 36" 5 n/a
Eight Army (Sicily) Platoon #3