Está en la página 1de 52

URRAHH!

Complete Guide to the Soviet Fighting Man, His Weapons, and His War.
By Chalfant Conley

Supplement for Disposable Heroes and Coffin for Seven Brothers 1:1 Scale Infantry & Vehicle Skirmish Wargaming in WWII
Copyright 2005. All rights reserved Iron Ivan Games Including right of reproduction in whole or part in any form or language. First Edition. International copyright protected under Berne, UCC Geneva, UCC Paris, and WTO agreements. Printed and bound by: Huggins Printing 2900 Sycamore Street Harrisburg, PA 17111

Design, Development, Layout, Editing, Research: Chalfant Conley with Assistance by Keith Stine

Urrahh!
Complete Guide to the Soviet Fighting Man, His Weapons and His War
Disposable Heroes and Coffin For Seven Brothers is a miniature wargaming rules system designed to recreate platoon level infantry combat set in WWII. This system is suited for 28mm, 25mm, 20mm, and 15mm miniatures. Vehicle rules will work with 1/285th scale models. Urrahh! is a DH/C7B supplement describing in detail the major Soviet infantry platoon structures. Also included are the wide range of Soviet armor and artillery, aircraft, and soft skinned vehicles. While informative this is not a stand alone product. A copy of DH/C7B is needed for play. This product keeps with the WWII Soviet spirit (and Iron Ivan Games philosophy) by being chrome free. Why pay for fluff that does not help your tabletop gaming? Other than some brief introductions for new sections and formations, there will not be a considerable amount of narrative. Space is used to present detailed information and to lay out how to implement that information in your games. There are some images, but this product is not a photo album. There are some descriptions of Soviet troops during different eras, but no extended prose. In short, your purchase is for a book full of what you need to know. But why waste any more time? Lets get started

Table of Contents:
I. II. III. Introduction: Brief Description of the USSR in WWII Timeline: Outline of Major Campaigns Platoons: Soviet Infantry Platoons and Support
Early War Rifle Platoon Late War Rifle Platoon Assault Engineer Platoon Late War Motor Rifle Platoon Close Combat/SMG Platoon Desant Platoon Guards Platoon (Method) NKVD Platoon 07 09 11 12 14 15 17 18

03 04 04

IV. V. VI. VII. VIII. IX.

Artillery: Artillery Data Cards Vehicles: Armored and Soft Skinned Vehicle Data Cards Aircraft: Common Aircraft Data Cards Simple Scenarios Optional Rules End Notes

20 24 39 43 46 49

Gratitude is a sickness suffered by dogs. Joseph Stalin.

I. Introduction
Introduction: The Allied power most directly responsible for the defeat of Nazi Germany in WWII was the Soviet Union. She did not do this by herself. It was Britains willingness to stand alone in the ruins of 1940 that helped make Barbarossa fail, thus allowing the Soviets to survive into 1942. It was the former and current Commonwealth members (to include Canada, New Zealand, Australia, India, South Africa, Rhodesia) coming to the aid of Britain that made Britains stand possible. It was the Chinese that kept a million Japanese fighting men locked in Eastern Asia and thus out of the Soviet Union. It was the industrial might and vast numbers of fresh troops of the awakened giant of the United States that quickened the end of the war. However, it was the Soviet Union that defeated the Germans in the field. Victory accepts only one price: blood. The Soviets certainly paid for victory. A possible figure, blurred by the secretiveness of the USSR during and after WWII, is 20 million dead. 20,000,000. This was after a long series of brutal and bloody purges conducted by Joseph Stalin that had already claimed millions of lives. The total number is staggering. The seemingly limitless endurance of the Soviet people is incredible. It is just as incredible that victory happened at all. The Soviet Union displayed the cost of the officer purges in both the 1939 Winter War against Finland, and against Nazi Germany during 1941, as poorly led, planned, and coordinated war efforts were crushed. The numbers of casualties and POWs could barely be counted at the time but somehow the Nazis were stopped short of Moscow in 1941 anyway. The German officers who watched the ineptness displayed during the Winter War came away convinced that the Soviets would crumple quickly. It occurred to very few of them to consider that despite grievous losses, the Soviets did not stop. Eventually they wore the Finns down and won the war, regardless of Finnish tenacity or their own hideous casualties. German officers also mostly failed to take note that the Soviets did get better in the campaign, that they were capable of learning from error. When the major industrial sites fell within reach of Nazi attack, instead of abandoning them or starting new plants from the ground up, the core equipment was moved and relocated. A finger was pointed at a map and heavy factories sprang back up. Freed of the restrictions previously placed upon them under Stalinist rule, designers and workers displayed the adaptability and innovativeness which was to help win the war. German officers participating in the exchange of the friendly years seemed to not have noticed either the quality or the numbers of some Soviet equipment. When the Soviets openly displayed disbelief that the Mk III and IV tanks were the heaviest in the German armored arsenal, it is surprising that no Germans understood what that Soviet disbelief really represented. Joseph Stalin was a passionate anti-nationalist who had done everything in his power to destroy loyalty to any power other than himself. In the crisis that befell the USSR, he was able to revive a fierce nationalistic pride in his subject people, stirring them to the burning hatred of the Great Patriotic War. The Rodina was to be saved by the mad man who despised her. The West has rarely given the Soviets fair recognition for their sacrifice in WWII. The Soviet military of 1945 had proven itself to be a worthy ally, and a dreaded foe, a far cry from the confused and impotent efforts of 1941. Tough, brave, skilled. And in the same breath, ruthless conquerors, inflicting murder, looting and rape upon the civilian population of the territory they overran. War in the old style, war in form recognizable to the Ancient world. The excuse was, and continues to be, this was revenge for the same cruelties suffered by the Soviets. True enough. Also true, the civilians suffering under Soviet rule were just as innocent as those that had suffered under Nazi occupation. Men of all nations commit atrocities but amongst the Allies only the Soviets had atrocity as the order of the day. The touch and taint of Stalin exists in both the victory, and the culpability, of the Soviet Union. For all that, the Soviets still deserve recognition. While this work can not address (or redress) the actual events of the Great Patriotic War, it can allow you as a player to acknowledge in a small way the Soviet contribution to WWII. You will hopefully find an excuse to research for yourself their important and dramatic history, and learn an improved respect for the resolute Soviet fighting man. Urrahh!

II. Timeline
Timeline: Though some players can probably extensively detail every engagement fought by the Soviets, it is also probable that some of you reading this may appreciate a brief overview of the fighting during this conflict. The following is a brief description of when and where Soviet troops or equipment fought. 1936-1939: Spanish Civil War The Soviet Union backs the Republicans. The latest in Soviet equipment is sent, not just for support, but also to test new weapons and tactics. 1938-1939: Manchuria The Soviet Union and Japan fight a strange and sporadic conflict. On again, off again, this culminates with the Gholkin-Gol fighting in which the Japanese suffer what amounts to a substantial defeat. 1939: Poland By agreement, the Soviets invade Poland simultaneously with the Germans. Eastern Poland is occupied. 1939-1940: The Winter War Stalins attempts to bully Finland result in a war. Harsh conditions and Finnish resistance inflict serious losses on the Soviets. Ultimately the Finns are forced to agree to Soviet terms. 1941: Barbarossa Germany invades the Soviet Union. The Soviets suffer enormous casualties. The Germans fail in their drive to Moscow. Major fighting occurs in or near Odessa, Kiev, Smolensk, and Kharkov. 1942: Stalingrad Though far from the only major fighting in 1942, it is the attack on Stalingrad that has the largest impact on future events. The Germans fail to take the city quickly, and it becomes the focal point of both Stalins and Hitlers attention. Failing to listen to the reconnaissance reports of both their own staffs and the staffs of their Axis allies, the Germans are taken by surprise by a savage Soviet offensive. This will result in the surrender of the German 6th army in early 1943. Look for fighting at Sevastopol, and fighting along the front building up to Operation Jupiter. 1943: Kursk Once again, far from the only major fighting, the Kursk campaign is important as this sees a vast quantity of German equipment and men smashed on Soviet defenses. German defeat here sets the stage for future, victorious, Soviet offensives. Fighting occurs along the Donetz and in cities already fought for. 1944: Operation Bagration The Soviets begin major offensive movements out of the Soviet Union westward. They push the Germans back and by the close of the year the end can be seen. Fighting occurs outside of the Soviet Union, as far as Budapest and Warsaw 1945: Berlin As part of the Yalta agreement the other Allies do not attempt to take Berlin. Many American and British officers want to do just that, but their political leaders are unwilling to accept the estimated losses for a symbolic gesture. Stalin has no such qualms. There are perhaps a million total Soviet casualties in this fighting, but Hitler commits suicide, Berlin is taken, and the Soviets unleash horror upon the civilians of Germany. Germany surrenders. 1945: The East Stalin enters the war against Japan, when Japan has already been defeated. Nevertheless, this does allow the occupation of more Asian territory as Soviet forces effortlessly brush aside Japanese defenses. Japan surrenders.

One death is a tragedy. A million deaths is a statistic. Joseph Stalin.

III. Soviet Infantry Platoons and support


Soviet Infantry Platoons and Support: The following pages lay out the organization of several Soviet Platoon formations. It is important to understand that in any nation it is impossible to keep all formations at paper strength. For the Soviet Union this was especially so. The casualties accumulated so rapidly that the Soviet staff felt changing the organization of units was easier than trying to replace the losses. What followed was a chaotic process of changes, revisions, armament configurations, and personnel movements. Men died too quickly to get used to any one structure, but the general theme was to strip down the battalions to a bare minimum of men, keeping fighting strength up at the expense of logistics

and administration. With that in mind, options have been presented to allow some flexibility. Ultimately any formation that you and your opponent agree upon as valid can be utilized. Support options are divided into three distinct groups. There are Company Support, which are units to be found at the Platoon or Company level, and are therefore likely to be expected acting directly with the infantry platoon. There are Regimental Support, which are units to be found at the Battalion or Regiment level, and are therefore possible but less likely. Finally there are Outside Support which are units from separate formations that are unlikely to be found acting directly with the platoon. A Soviet example of a Company Support would be a Maxim HMG Team. An example of a Regimental Support would be a 45mm ATG Team. An example of an Outside Support would be a 152mm Field Gun. Outside Support is generally Scenario Specific, meaning something used by agreement for a particular battle. There is of course nothing wrong with establishing a come as you are type of battle, as long as everyone agrees. That is not completely a-historical either, as mixed grab bags of units thrown together were certainly a common enough sight for every army in WWII. Rank Names: For ease of play (and pronunciation) all ranks are given in the English (that is, the American) equivalent. For those of you who prefer more realism, the proper selected ranks are presented below, as an option to add flavor to your games. English Rank Colonel Major Captain Lieutenant Sergeant Major Staff Sergeant Sergeant Corporal Private Political Officer Soviet Rank Polkovnik Major Kapitan Leitenant Starshina Starshy Serzhant Serzhant Efreitor Krasnoarmyet Commissar

Soviet Infantry Weapons: Displayed below is a comparative list of Soviet small arms, infantry anti tank weapons, and explosives. Soviet Small Arms: Name M1895 Nagant/TT-33 Tokarev PPD/PPsH 41/43 Mosin Nagant M91/30, M1938 DP M1928/DT LMG Maxim SG M1943 DsHK KPVT PTRD/PTRS HE Rifle Grenade Bazooka Flamethrower

Type Pistol SMG Rifle LMG HMG HMG HMG HMG ATR Rifle Grenade AT FT

Range 10 15 30 48 75 75 75 75 48 30 24 8

ROF 2 3 2 3 4 5 4 3 1 1 1 1

AP 6 6 8 8 8 8 9 9 9 1 (2) 6

MM -2 -3 -3 -3 -3 -1 -1 -2 -3

Special Blast Blast

Note: See section IX End Notes for some more information on Soviet Small Arms.

Soviet Infantry AT: Type Any Pistol, Any SMG Any Rifle, Any LMG, Maxim, SG DsHK KPVT PTRD/PTRS Bazooka

Penetration: DM 1 2 -3 1 2 -3 1 3 -3 2 4 -3 3 6 -3 4 8 -1 12 24

3 3 4 6 9 12 36

4 4 5 8 12 16 48

5 5 7 10 15 20 60

6 6 8 12 18 24 72

7 7 9 14 21 28 84

8 8 10 16 24 32 96

9 9 12 18 27 36 108

10+ 10 13 20 30 40 120

Note: With the exception of the Bazooka, any Small Arms that penetrates and produces a casualty result against a vehicle is considered to have an AP of 1 against the crew and/or passengers. A Bazooka Penetrating Hit has a total AP of 2.

Soviet Explosives: Type Satchel Charge Molotov Cocktail M40 Grenade VPRS Anti Tank Mine Dog Mine

Range 6 6 8 3 1 Special

Penetration: DM 1 2 +0 4 8 +1 -1 2 4 +1 6 12 +1 20 40 +0 4 7

3 12 6 18 60 11

4 16 8 24 80 14

5 20 10 30 100 18

6 24 12 36 120 21

7 28 14 42 140 25

8 32 16 48 160 28

9 36 18 54 180 32

10+ 40 20 60 200 35

Special Note: Dog Mines are a particularly Soviet style innovation, and it is doubtful if the project ever proved very reliable. Dog Mines must be represented as models. They can become casualties as other members of the unit. If a Dog Mine becomes a casualty, roll an AP Blast 1 against the remainder of the squad. To Fire a Dog Mine, one model is released from the unit in a straight line towards an enemy unit. The Dog travels d10 in this first move. If it makes contact with a vehicle or artillery piece, it is considered an automatic hit vs the Tracks/Tires, or Blast vs the Artillery crew. If it does not reach a target the Dog will travel 9 at the end of each following turn towards the nearest Vehicle or Artillery piece, friend or foe, active or destroyed. While traveling the Dog may be shot as normal. The Dog is never considered a Man Alone. If all humans in the unit are killed, the Dogs will begin to travel as described above until either shot or exploded. Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn. For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire battle, with the exception of Dog Mines which may not start the battle with more than 1 Dog per 2 humans in the unit. Every Dog Mine must be represented with a model. Preferably a model of a dog.

Early War: Soviet Rifle Platoon

Guts Scale 8

Early War Soviets: These represent troops found fighting from 1936 through 1942. This platoon list may also represent conscript units called up at any later point in the war. Overall, the individual Soviet soldiers are tough and resilient. The problem is that they have little or no leadership. Post revolutionary fervor established fraternal equality amongst the ranks. This helped to dismantle NCO leadership, and eliminate experienced men. Stalins officer purges affected all levels of command. Qualified men were executed or imprisoned and replaced with politically reliable, but inept officers. This list reflects poor overall command and extremely limited NCO ability (Sergeants and Corporals have the same Guts). Also, lack of radios limits artillery effectiveness. Note that this list is slightly outside of the standard points system, but should be considered balanced for play. Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. 1 Command Team 3-4 Rifle Squads 0-3 ATR Teams (1942 on, see End Notes) 0-1 Light Mortar Team 0-2 Company Support Teams 0-3 Total Vehicles and Regimental Support Teams Command Team: # Type 1 Lieutenant 1 Staff Sergeant 1 Runner Add models: 1 Political Officer

ACC 5 5 5 5

CC 6 6 6 6

GUTS 8 6 4 7

Equipment Tokarev PPD Mosin Nagant Tokarev

Points: 24

+6 points

Rifle Squad: Rifle Section: # Type ACC 1 Sergeant 5 10 Privates 5 Add models: 1 Private 5 Upgrade one Private to DP LMG Upgrade up to two models to PPD SMG

CC 6 6 6

GUTS Equipment 5 Mosin Nagant 4 Mosin Nagant 4 Mosin Nagant

Points: 88

+8 points +16 points +4 points each

Squad splits into two Rifle Sections, either 6 and 5, or 6 and 6. If a DP LMG upgrade is selected, 2 men form a DP LMG Section, all other models form into a single rifle section

ATR Team: # Type 1 Corporal 1 Private Upgrade Private to PPD

ACC 5 5

CC 6 6

GUTS Equipment 5 PTRD, Tokarev 4 Mosin Nagant

Points: 16

+4 points

Light Mortar Team: # Type 1 Sergeant 1 Gunner 1 Private

ACC 5 5 5

CC 6 6 6

GUTS 5 4 4

Equipment Points: 24 Mosin Nagant 50mm Mortar, Tokarev Mosin Nagant

Company Support, HMG Team: # Type ACC 1 Corporal 5 1 Gunner 5 1 Private 5

CC 6 6 6

GUTS 5 4 4

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 48

Regimental Support, HMG Team: # Type ACC 1 Corporal 5 1 Gunner 5 1 Private 5

CC 6 6 6

GUTS 5 4 4

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 48

Single Platoon may not be Supported by more than 3 total Company and Regimental HMG Teams.

Regimental Support, Heavy Mortar Team: # Type ACC CC 1 Sergeant 5 6 1 Gunner 5 6 2 Privates 5 6

GUTS 5 4 4

Equipment Points: 52 Mosin Nagant 82mm Mortar, Tokarev Mosin Nagant

Regimental Support, 37mm M1935 or 45mmL46 Light AT Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 5 Tokarev 1 Gunner 5 6 4 45mm ATG, Tokarev 1 Private 5 6 4 Mosin Nagant

Points: See Artillery

Regimental Support, 76.2mmL16 Medium Infantry Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 5 Tokarev 1 Gunner 5 6 4 76.2mm IG, Tokarev 2 Privates 5 6 4 Mosin Nagant

Points: See Artillery

Typical Vehicle Crew in Support of Early War Platoons: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 8 per model Vehicle Commander 5 6 5 per model Other Crew 5 6 4 per model
Note: Early War Soviet vehicle crews were generally of very poor quality. It may be acceptable to create scenarios using one or more negative Crew Options such as Unter Commander, Unter Gunner, Unter Driver, or Unter Radio Operator. Applying the same penalty for all crews would be advisable. This will not be reflected in the Points of the vehicles, so make sure to keep an eye for balance when doing this. This does not have to be done.

Late War: Soviet Rifle Platoon

Guts Scale 9

Late War Soviets: These represent troops found fighting from 1943 through 1945. As roster changes are not done efficiently, it might be possible to use this formation as early as 1942. Overall, the NCO and Officer core of the structure is dramatically improved. The Soviets themselves are motivated if not as well trained as their German opponents. Massive casualties have reduced the squad size Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. 1 Command Team 2-4 Rifle Squads 0-3 ATR Teams 0-1 Sniper Team 0-2 Company Support Teams 0-3 Total Vehicles and Regimental Support Teams Command Squad: # Type 1 Lieutenant 1 Staff Sergeant 1 Runner Add models: 1 Political Officer 1 Radio Operator

ACC 5 5 5 5 5

CC 6 6 6 6 6

GUTS 9 8 5 9 6

Equipment Tokarev PPsH Mosin Nagant Tokarev Radio, Tokarev

Points: 27

+9 points +5 points

Rifle Squad: Rifle Section: # Type 1 Sergeant 5 Privates

ACC 5 5

CC 6 6

GUTS Equipment 7 Mosin Nagant 5 Mosin Nagant

Points: 99

LMG Section: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade the LMG Section Private to DP LMG Upgrade up to two models to PPsH SMG

GUTS 6 5 5

Equipment Mosin Nagant DP LMG Mosin Nagant +18 points +5 points each

If a DP LMG upgrade is selected, 1 man moves from the Rifle Section to the LMG Section, so they number 5 and 4 respectively.

ATR Team: # Type 1 Corporal 1 Private Upgrade Private to PPsH

ACC 5 5

CC 6 6

GUTS Equipment 6 PTRD/S, Tokarev 5 Mosin Nagant

Points: 18

+4 points

Sniper Team: # Type 1 Sergeant 1 Private

ACC 5 5

CC 6 6

GUTS Equipment Points: 27 7 Scoped Mosin Nagant 5 Mosin Nagant

Company Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 54

+9 points

Company Support, Light Mortar Team: # Type ACC CC 1 Sergeant 5 6 1 Gunner 5 6 1 Private 5 6

GUTS 7 5 5

Equipment Points: 27 Mosin Nagant 50mm Mortar, Tokarev Mosin Nagant

Regimental Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 54

+9 points

Single Platoon may not be Supported by more than 3 total Company and Regimental HMG Teams.

Regimental Support, Heavy Mortar Team: # Type ACC CC GUTS Equipment Points: 59 1 Sergeant 5 6 7 Mosin Nagant 1 Gunner 5 6 5 82mm Mortar, Tokarev 2 Privates 5 6 5 Mosin Nagant Upgrade 82mm Heavy Mortar to 120mm Super Heavy Mortar and add two crew +63 points 2 Privates 5 6 5 Pistols

Regimental Support, Recon Team: # Type ACC 1 Sergeant 5 3 Privates 5

CC 6 6

GUTS Equipment 7 PPsH 5 PPsH

Points: 54

Regimental Support, 37mmL74 Light Anti Aircraft Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 37mmL74 AAG, Tokarev 1 Private 5 6 5 Mosin Nagant

Regimental Support, 45mmL46 or (after 1942) 45mmL66 Light AT Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 45mmL46 or L66 ATG, Tokarev 1 Private 5 6 5 Mosin Nagant

10

Regimental Support, 76.2mmL16 Medium Infantry Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm IG, Tokarev 2 Privates 5 6 5 Mosin Nagant Typical Vehicle Crew in Support of Late War Platoons: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 9 per model Vehicle Commander 5 6 7 per model Other Crew 5 6 5 per model
Note: Late War Soviet vehicle crews have improved just as much as their infantry comrades.

Points: See Artillery

Late War: Soviet Assault Engineers

Guts Scale 9

Late War Assault Engineers: This is not a Platoon list per se, though it might be used to form a Platoon attached to a battalion, if players agree. You may choose to allow single Assault Engineer Squads to be selected as Regimental Support options for any of your Late War Platoon lists. Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. Note that Transports may be purchased for each Squad and each Team, and these do not count towards the Vehicle limit shown below. 1 Command Squad 2-4 Assault Engineer Squads 0-? Transports for Platoon Units Every Truck Transport costs +20 points. Assault Engineer Command Team: # Type ACC 1 Lieutenant 5 1 Staff Sergeant 5 1 Runner 5 Add models: 1 Political Officer 5 1 Radio Operator 5

CC 6 6 6 6 6

GUTS 9 8 5 9 6

Equipment Tokarev PPsH Mosin Nagant Tokarev Radio, Tokarev

Points: 27

+9 points +5 points

Assault Engineer Squad: 1st Section: # Type 1 Sr Engineer 4 Privates 2nd Section: # Type 1 Engineer 4 Privates

ACC 5 5

CC 6 6

GUTS Equipment 8 Mosin Nagant 5 Mosin Nagant

Points: 135

ACC 5 5

CC 6 6

GUTS Equipment 7 Mosin Nagant 5 Mosin Nagant

3rd Section: # Type ACC CC GUTS Equipment 1 Engineer 5 6 7 Mosin Nagant 4 Privates 5 6 5 Mosin Nagant Upgrade one model in each Section to Flamethrower Upgrade one model in each Section to DP LMG Upgrade any models to PPsH SMG Equip entire squad with Explosives as seen on page 6

+27 points each +18 points each +5 points each +25 points

11

Late War: Soviet Motor Rifle Platoon

Guts Scale 9

Late War Soviets: These represent troops found fighting from 1943 through 1945. As roster changes are not done efficiently, it might be possible to use this formation as early as 1942. Overall, the NCO and Officer core of the structure is dramatically improved. The Soviets themselves are motivated if not as well trained as their German opponents. This is part of a leaner infantry structure. Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. Note that Transports may be purchased for each Squad and each Team, and these do not count towards the Vehicle limit shown below. 1 Command Squad 2-3 Squads 0-1 ATR Team 0-1 Sniper Team 0-2 Company Support Teams 0-2 Total Vehicles and Regimental Support Teams 0-? Transports for Platoon Units Every Truck Transport costs +20 points. Every M3 Half Track Transport costs +50 points. Command Squad: # Type ACC 1 Lieutenant 1 Staff Sergeant 1 Runner Add models: 1 Political Officer 1 Radio Operator

CC 5 5 5 5 5

GUTS 6 6 6 6 6

Equipment 9 Tokarev 8 PPsH 5 Mosin Nagant 9 6

Points: 27

Tokarev +8 points Radio, Tokarev +5 points

Rifle Squad: Rifle Section: # Type 1 Sergeant 5 Privates

ACC 5 5

CC 6 6

GUTS Equipment 7 Mosin Nagant 5 Mosin Nagant

Points: 99

LMG Section: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade up to four models to PPsH SMG

GUTS 6 5 5

Equipment Mosin Nagant DP LMG Mosin Nagant +5 points each

ATR Team: # Type 1 Corporal 1 Private Upgrade Private to PPsH

ACC 5 5

CC 6 6

GUTS Equipment 6 PTRD/S, Tokarev 5 Mosin Nagant

Points: 18

+4 points each

Sniper Team: # Type 1 Sergeant 1 Private

ACC 5 5

CC 6 6

GUTS Equipment 7 Scoped 91/30 5 Mosin Nagant

Points: 27

12

Company Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 54

+9 points

Company Support, 45mmL46 or (after 1942) 45mmL66 Light AT Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 45mmL46 or L66 ATG, Tokarev 1 Private 5 6 5 Mosin Nagant

Regimental Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 54

+9 points

Single Platoon may not be Supported by more than 3 total Company and Regimental HMG Teams.

Regimental Support, Heavy Mortar Team: # Type ACC CC GUTS Equipment Points: 59 1 Sergeant 5 6 7 Mosin Nagant 1 Gunner 5 6 5 82mm Mortar, Tokarev 2 Privates 5 6 5 Mosin Nagant Upgrade 82mm Heavy Mortar to 120mm Super Heavy Mortar and add two crew +63 points 2 Privates 5 6 5 Pistols

Regimental Support, 37mmL74 Light Anti Aircraft Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 37mmL74 AAG, Tokarev 1 Private 5 6 5 Mosin Nagant

Regimental Support, 76.2mmL16 Medium Infantry Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm IG, Tokarev 2 Privates 5 6 5 Mosin Nagant

Points: See Artillery

Regimental Support, 76.2mm M1930 Medium Field Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm FG, Tokarev 2 Privates 5 6 5 Mosin Nagant Typical Vehicle Crew in Support of Late War Platoons: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 9 per model Vehicle Commander 5 6 7 per model Other Crew 5 6 5 per model

Points: See Artillery

13

Late War: Soviet Close Combat/SMG Platoon

Guts Scale 9

Late War Soviets: These represent troops found fighting from 1943 through 1945. As roster changes are not done efficiently, it might be possible to use this formation as early as 1942. Overall, the NCO and Officer core of the structure is dramatically improved. The Soviets themselves are motivated if not as well trained as their German opponents. Massive casualties has reduced the squad size Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. Note that Transports may be purchased for each Squad and each Team, and these do not count towards the Vehicle limit shown below. This is essentially the Late War Motor Rifle Platoon list, except for the changes shown on the Command and Squad listing. Refer to pages 12-13 for support options. 1 Command Squad 2-3 Squads 0-2 Company Support Teams (see Motor Rifle above) 0-2 Total Vehicles and Regimental Support Teams (see Motor Rifle above) 0-? Transports for Platoon Units Every Truck Transport costs +20 points. Every M3 Half Track Transport costs +50 points. Command Squad: # Type 1 Lieutenant 1 Staff Sergeant 1 Runner Add models: 1 Political Officer 1 Radio Operator

ACC 5 5 5 5 5

CC 6 6 6 6 6

GUTS 9 8 5 9 6

Equipment PPsH PPsH PPsH PPsH Radio, Tokarev

Points: 41

+14 points +5 points

SMG Squad: Rifle Section: # Type 1 Sergeant 4 Privates LMG Section: # Type 1 Corporal 3 Private

ACC 5 5

CC 6 6

GUTS Equipment 7 PPsH 5 PPsH

Points: 122

ACC 5 5

CC 6 6

GUTS Equipment 6 PPsH 5 PPsH

Typical Vehicle Crew in Support of Early War Rifle Platoon: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 9 per model Vehicle Commander 5 6 7 per model Other Crew 5 6 5 per model
Note: Late War Soviet vehicle crews have improved just as much as their infantry comrades.

14

Late War: Soviet Desant Platoon

Guts Scale 9

Late War Soviets: These represent troops found fighting from 1943 through 1945. As roster changes are not done efficiently, it might be possible to use this formation as early as 1942. Tankovye Desants are Tank Riders. They are the only organization of any nation allowed to ride Tanks into battle. Historically, these troops took hideous casualties, even by Soviet standards. Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. Note that Transports may be purchased for each Squad. Relying on their Tanks to provide support, other options are limited for Desants. Note, the squads should be riding the same type of tank. 1 Command Squad 2-4 Squads 0-2 Regimental Support 0-? Transports for Platoon Units Each Squad may be transported by a T-34 or KV series tank. Points are given in Vehicle section. Regimental Support Teams may be given Truck Transport for +20 points. Command Squad: # Type 1 Lieutenant 1 Staff Sergeant 2 Privates Upgrade any Private to PPsH

ACC 5 5 5

CC 6 6 6

GUTS 9 8 5

Equipment PPsH PPsH Mosin Nagant

Points:45

+ 5 points each

Desant Squad: Rifle Section: # Type 1 Sergeant 5 Privates

ACC 5 5

CC 6 6

GUTS Equipment 7 PPsH 5 Mosin Nagant

Points: 108

LMG Section: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Downgrade DP LMG to PPsH SMG Upgrade up to four models to PPsH SMG

GUTS 6 5 5

Equipment PPsH DP LMG Mosin Nagant -14 points +5 points each

Alternatively, allow ALL models to Upgrade to PPsH. +5 points each.

Regimental Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 54

+9 points

Regimental Support, Heavy Mortar Team: # Type ACC CC GUTS Equipment Points: 59 1 Sergeant 5 6 7 Mosin Nagant 1 Gunner 5 6 5 82mm Mortar, Tokarev 2 Privates 5 6 5 Mosin Nagant Upgrade 82mm Heavy Mortar to 120mm Super Heavy Mortar and add two crew +63 points 2 Privates 5 6 5 Pistols

15

Regimental Support, 37mmL74 Light Anti Aircraft Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 37mmL74 AAG, Tokarev 1 Private 5 6 5 Mosin Nagant

Regimental Support, 45mmL46 or (after 1942) 45mmL66 Light AT Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 45mmL46 or L66 ATG, Tokarev 1 Private 5 6 5 Mosin Nagant

Regimental Support, 57mmL73 Light AT Gun: # Type ACC CC GUTS 1 Sergeant 5 6 7 1 Gunner 5 6 5 1 Private 5 6 5

Equipment Points: See Artillery Tokarev 57mmL73 ATG, Tokarev Mosin Nagant

Regimental Support, 76.2mmL16 Medium Infantry Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm IG, Tokarev 2 Privates 5 6 5 Mosin Nagant

Points: See Artillery

Regimental Support, 76.2mm M1930 Medium Field Gun: # Type ACC CC GUTS Equipment 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm FG, Tokarev 2 Privates 5 6 5 Mosin Nagant

Points: See Artillery

Regimental Support, 76.2mm ZiS-3, Medium AT Gun: # Type ACC CC GUTS Equipment Points: See Artillery 1 Sergeant 5 6 7 Tokarev 1 Gunner 5 6 5 76.2mm ATG, Tokarev 2 Privates 5 6 5 Mosin Nagant

Typical Vehicle Crew in Support of Late War Rifle Platoons: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 9 per model Vehicle Commander 5 6 7 per model Other Crew 5 6 5 per model
Note: Late War Soviet vehicle crews have improved just as much as their infantry comrades.

16

Late War: Soviet Guards Platoon

Guts Scale 10

Late War Soviets: These represent troops found fighting from 1943 through 1945. The NCO and Officer core of the structure is quite good. These Soviets are very motivated and experienced. Guards may follow Rifle, Motor Rifle, Desant or Close Combat/SMG Platoon structures. Simplification: Rather than repeat every possible listing, use the lists above to create the Guards Platoon. Use the following Guts ratings instead (they are essentially +1 scores): Rank Lieutenant Political Officer Staff Sergeant Sergeant Corporal Private Guts 10 10 9 8 7 6

Cost: The various unit options are listed below with the price for a Guards formation. Unit Rifle Command Rifle Squad Desant Command Desant Squad CC/SMG Command CC/SMG Squad ATR Team Sniper Team HMG Team Lt Mortar Team HMG Team Hvy Mortar Team Recon Team Cost 30 110 50 120 45 135 20 30 60 30 60 65 60 Options Cost +8 PO, +5 Radio +5 PPsH, +20 DP LMG +5 PPsH, -15 DP LMG +14 PO, +5 Radio

+10 SG43 +10 SG43 +70 for 120mm and 2 crew

Guards HMG: Guards may field 12.7mm DsHK HMGs, replacing any other HMG listed.

Regimental Support, HMG Team: # Type ACC 1 Sergeant 5 1 Gunner 5 2 Privates 5

CC 6 6 6

GUTS 8 6 6

Equipment Tokarev DsHK HMG Mosin Nagant

Points: 70

Typical Vehicle Crew Members of a Guards Formation: Type ACC CC GUTS Personal Weapons Platoon Commander 5 6 10 per model Vehicle Commander 5 6 9 per model Other Crew 5 6 6 per model
Note: Soviet Guards vehicle crews are every bit as tough as their Guards infantry comrades.

17

Late War: NKVD Platoon

Guts Scale 10

Late War Soviets: These represent the political troops of the Soviet Union. The best trained, best motivated, best equipped soldiers and used primarily against other Soviets, not the Germans. However, a usable platoon structure is shown here. Keep in mind that Regimental Support will be drawn from non-NKVD units, you may use regular troop Regimental Support of any list above, as listed. Platoon Organization: Below is shown the number and type of units that may be purchased to build your platoon. Note that Transports may be purchased for each Squad and each Team, and these do NOT count towards the Vehicle limit shown below. 1 Command Squad 2-3 Squads 0-3 ATR Teams 0-2 Company Support Teams 0-2 Total Vehicles and Regimental Support Teams (see above) 0-? Transports for Platoon Units Every Truck Transport costs +20 points. Every M3 Half Track Transport costs +50 points. Command Squad: # Type 1 Lieutenant 1 Staff Sergeant 1 Runner Add models: 1 Political Officer 1 Radio Operator

ACC 5 5 5 5 5

CC 6 6 6 6 6

GUTS 10 9 6 10 7

Equipment Tokarev PPsH Mosin Nagant Tokarev Radio, Tokarev

Points: 30

+10 points +5 points

Rifle Squad: Rifle Section: # Type 1 Sergeant 5 Privates

ACC 5 5

CC 6 6

GUTS Equipment 8 Mosin Nagant 6 Mosin Nagant

Points: 110

LMG Section: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade up to four models to PPsH SMG Downgrade DP LMG to PPsH SMG

GUTS 7 6 6

Equipment Mosin Nagant DP LMG Mosin Nagant +5 points each -15 points

ATR Team: # Type 1 Corporal 1 Private Upgrade Private to PPsH

ACC 5 5

CC 6 6

GUTS Equipment 7 PTRD/S, Tokarev 6 Mosin Nagant

Points: 20

+5 points each

Company Support, HMG Team: # Type ACC CC 1 Corporal 5 6 1 Gunner 5 6 1 Private 5 6 Upgrade Maxim to SG43, 1943 and later Upgrade Maxim to DsHK, 1943 and later Upgrade Maxim to KPVT, 1944 and later

GUTS 6 5 5

Equipment Mosin Nagant Maxim HMG Mosin Nagant

Points: 60

+10 points +10 points +15 points

18

Iv. Soviet Artillery


Soviet Artillery: As in all other nations, artillery is divided into Mortars, Anti Aircraft, Anti Tank, Field Guns, and Infantry Guns. Mortars are generally listed directly with infantry platoons. Some weapons are considered Dual-Class for rules purposes, though it is mostly true that any gun will get used every way if possible. For clarification, brief descriptions follow some of the Artillery entries. The Artillery Class chart is being repeated here for your use. The Class title is given for each weapon, such as a 45mmL66 being called a Light Anti Tank weapon. Artillery that is considered to be Regimental or Company support has been identified above. Other Artillery is considered Outside Support for the infantry platoons listed above.

Class Singular Very Light Light Medium Heavy Very Heavy Super Heavy Extra Heavy Naval 1 Naval 2 Naval 3

MR 0 10 10 12 18 24 30 30 36 NA NA

RP NA NA 1 2 3 4 5 5 6 7 7

DB NA NA 0 1 2 2 2 3 3 4 5

AP 1 1 1 2 3 4 5 6 7 8 9

IAT NA NA D10(1) D10(2) D10(3) D10(4) D10(5) D10(6) D10(7) D10(8) D10(9)

DM NA NA -1 +0 +1 +2 +3 +4 +5 +6 +7

MM -1 -1 -1 -2 -2 -3 -3 -4 -5 -6 -7

Example
Rifle Grenade

20mm 50mm 76.2mm 85mm 100mm 122mm 152mm 305mm 12 Naval 16 Naval

Rockets: The Soviets used a variety of Rocket systems, usually collectively titled Katyusha. Rocket attacks are fast, and numerous, but somewhat inaccurate. To simulate this, Rockets fire off all of their shots in single salvoes, which have an ACC of 1 regardless of spotting. Also, no more than a quarter of the salvo may be directed against a single target. If there are no other eligible targets, then these shots are wasted. You may space the barrels to work the Rocket fire onto more distant targets. All other rules apply as normal. Rocket systems, mounted principally on Soviet and Lend-Lease trucks, and sometimes light tank chassis, are summarized below. They would be best used as Off-Board Batteries and are not given points values. Naval Gunfire: The Soviets did have ships carrying larger sized Artillery. Some of these are summarized below, and may be used in certain scenarios as Off Board Batteries. Rockets and Naval Guns Weapon 82mm BM-8-36 132mm BM-13-16 300mm BM-13-12 130mm or 5 180mm or 7 305mm or 12 Class Heavy Super Heavy Naval 1 Super Heavy Extra Heavy Naval 1 Type R R R N N N Barrel # 48 16 12 2 or 3 2 or 3 2 or 3 ROF All All All 1 each 1 each 1 each AP 3 5 7 5 6 7 MM -2 -3 -5 -3 -4 -5 Points DM +1 +3 +5 +3 +4 +5 NA Special Indirect Indirect Indirect Indirect Indirect Indirect

Early and Late Ammunition Options: For Artillery, the Early ammunition can be used in any year. Late ammunition becomes available for some Artillery at the end of 1942, in 1943, or in 1944. This is slightly subjective, so use your own discretion when deciding which type suits your game.

19

Artillery: Anti Aircraft and Dual Purpose Guns

37mmL74, Light AA Gun Points 33 Assigned Crew Size: 3 (Minimum Crew needed to operate: 1) Commander 2 pistols, 1 rifle Gunner Weapon Type Range ROF AP MM DM Special Loader 37mmL74 AA 48 1 1 -1 -1 AA: 1 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 37mmL74 7 14 21 28 35 42 49 56 63 70 Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

85mmL54, Heavy AA/AT Dual Purpose Gun Early Points 75 Late Points 91 Assigned Crew Size: 6 (Minimum Crew needed to operate: 2) Commander 4 pistols, 2 rifles Gunner Weapon Type Range ROF AP MM DM Special 4 Gun Crew 85mmL54 AA/AT 48 1 2 -2 +0 AA: 4 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 16 32 48 64 80 96 112 128 144 160 Early 85 Late 85 23 46 69 92 115 138 161 184 203 230 Note: this AA/AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

100mmL56, Very Heavy AA/AT Dual Purpose Gun Early Points 83 Late Points 99 Assigned Crew Size: 6 (Minimum Crew needed to operate: 3) Commander 4 pistols, 2 rifles Gunner Weapon Type Range ROF AP MM DM Special 4 Gun Crew 100mm L56 AA/AT 60 1 4 -3 +2 AA: 4 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 18 36 54 72 90 108 126 144 162 180 Early 100 Late 100 25 49 74 98 123 147 172 193 221 245 Note: this AA/AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

Artillery: Anti Tank Guns

37mm M1935, Light AT Gun Points 28 Assigned Crew Size: 3 (Minimum Crew needed to operate: 1) Commander 2 pistols, 1 rifle Gunner Weapon Type Range ROF AP MM DM Special Loader 45mmL46 AT 48 1 1 -1 -1 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 37mmM35 5 9 14 18 23 27 32 36 41 45 Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

45mmL46 M1938, Light AT Gun Early Points 32 Late Points 36 Assigned Crew Size: 3 (Minimum Crew needed to operate: 1) Commander 2 pistols, 1 rifle Gunner Weapon Type Range ROF AP MM DM Special Loader 45mmL46 AT 48 1 1 -1 -1 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 7 13 20 26 33 39 46 52 59 65 Early 45 Late 45 9 18 27 36 45 54 63 72 81 90 Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

20

45mmL66, M1942 Light AT Gun Early Points 36 Late Points 42 Assigned Crew Size: 3 (Minimum Crew needed to operate: 1) Commander 2 pistols, 1 rifle Gunner Weapon Type Range ROF AP MM DM Special Loader 45mmL46 AT 48 1 1 -1 -1 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 9 18 27 36 45 54 63 72 81 90 Early 45 Late 45 12 24 36 48 60 72 84 96 108 120 Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

57mm ZiS-2, Light AT Gun Early Points 43 Late Points 52 Assigned Crew Size: 3 (Minimum Crew needed to operate: 1) Commander 2 pistols, 1 rifle Gunner Weapon Type Range ROF AP MM DM Special Loader 57mmL73 AT 48 1 1 -1 -1 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 13 25 38 50 63 75 88 100 113 125 Early 57 Late 57 18 36 54 72 90 108 126 144 162 180 Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

76.2mm ZiS-3, Medium AT Gun Points 64 Assigned Crew Size: 4 (Minimum Crew needed to operate: 1) Commander 2 pistols, 2 rifles Gunner Weapon Type Range ROF AP MM DM Special Loader 76.2mmL54 AT 48 1 2 -2 +0 Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 76.2L54 17 34 51 68 85 102 119 136 153 170 Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

Artillery: Field Gun Guns

76.2mm M1930, Medium Field Gun Points 50 Assigned Crew Size: 4 (Minimum Crew needed to operate: 1) Commander 2 pistols, 2 rifles Gunner Weapon Type Range ROF AP MM DM Special Loader 76.2mm M1930 FG 48 1 2 -2 +0 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 76.2 M30 5 10 15 20 25 30 35 40 45 50 th Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5 range increment (240), but must Acquire and Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).

122mm M30/38, Super Heavy Field Gun Points 174 Assigned Crew Size: 8 (Minimum Crew needed to operate: 3) Commander 4 pistols, 4 rifles Gunner Weapon Type Range ROF AP MM DM Special 6 Gun Crew 122mm M30/38 FG 24 1 5 -3 +3 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 122M30/38 13 26 39 52 65 78 91 104 117 130 th Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5 range increment (120), but must Acquire and Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

21

122mm M31/43, Super Heavy Field Gun Points 183 Assigned Crew Size: 8 (Minimum Crew needed to operate: 3) Commander 4 pistols, 4 rifles Gunner Weapon Type Range ROF AP MM DM Special 6 Gun Crew 122mm M31/43 FG 48 1 5 -3 +3 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 122M31/43 17 33 50 66 83 99 116 132 149 165 th Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5 range increment (240), but must Acquire and Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

152mmL28 ML20, Extra Heavy Field Gun Early Points 205 Points 220 Assigned Crew Size: 8 (Minimum Crew needed to operate: 4) Commander 4 pistols, 4 rifles Gunner Weapon Type Range ROF AP MM DM Special 6 Gun Crew 152mm FG 24 1 6 -4 +4 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ Early 152 13 25 38 50 63 75 88 100 113 125 Late 152 18 36 54 72 90 108 126 144 162 180 th Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5 range increment (120), but must Acquire and Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

203mm BM4, Naval 1 Field Gun Points 258 Assigned Crew Size: 10 (Minimum Crew needed to operate: 4) Commander 6 pistols, 4 rifles Gunner Weapon Type Range ROF AP MM DM Special 8 Gun Crew 203mm FG 24 1 7 -5 +5 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 203mm 16 32 48 64 80 96 112 128 144 160 th Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5 range increment (120), but Acquires still mobile (not immobilized) Vehicles at a further -1. Otherwise it must Acquire and Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 36 (Naval 1 MR). This gun has its own tractor, but is not considered a vehicle.

Artillery: Infantry Guns

76.2mmL16, Medium Infantry Gun Points 48 Assigned Crew Size: 4 (Minimum Crew needed to operate: 1) Commander 2 pistols, 2 rifles Gunner Weapon Type Range ROF AP MM DM Special Loader 76.2mmL16 IG 24 1 2 -2 +0 Indirect Features Main Gun Penetration Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+ 76.2L16 4 8 12 16 20 24 28 32 36 40 Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 3rd Range Increment (72) but must Acquire with all normal modifiers before Firing at a vehicle.

22

v. Soviet Vehicles
Soviet Vehicles: The ability of the Soviet Union to produce large quantities of vehicles was a critical factor in her success over Nazi Germany. The T-34 series is the best recognized. The Soviets used many foreign vehicles, including tanks and trucks as part of Lend-Lease. Trucks especially, numbering in the hundreds of thousands, seldom receive the attention they deserve. Essentially any truck found in the USA, UK, or Canada probably could be found in the Soviet Union by wars end. The various vehicle types have been grouped according to their type, keeping the family variants together where possible, and in something of a sequential order. For the benefit of players, a rough guide has also been presented to establish when a particular vehicle was initially available, and also a rough idea of how many were produced. A vehicle will either be Early or Late for a particular year, and then listed as Rare, Uncommon, Common, or Abundant. Early means the vehicle became available sometime between Jan-June of that year. Late means the vehicle became available July-Dec of that year. Rare means probably 100 or less total vehicles were produced, Uncommon means 100-1000, Common 1000-5000, and Abundant is anything produced in numbers over 5000. There is no guide as to how to incorporate this information into your games. You may ignore it if you wish, or you may utilize it to help establish historically accurate scenarios. It is somewhat vague as there are many discrepancies from one source to the next, but should be of some assistance. Also provided for assistance is the following list of Soviet Main Guns and their penetrations. The AT values found from 6 through 8 generally represent a good solid hit (accepted penetration). Values at 9 or 10 are better quality hits (above accepted penetration), and of course those 5 or less are hits at bad angles or partial deflections (below accepted penetration). See the End Notes for more information.
Main Gun Penetration D10 20mm 37mmM30 Early 45mmL46 Late 45mmL46 Early 45 L66 Late 45 L66 Early 57 Late 57 76.2mmL30 76.2mmL41 76.2mmL54 Early 85 Late 85 Early 100 Late 100 122 L23 122 A19 Early 122mmL43 Late 122mmL43 Early 152 Late 152 203mm

<2 6 3 7 9 9 12 13 18 8 13 17 16 23 18 25 13 17 19 25 13 18 16

2 12 6 13 18 18 24 25 36 15 26 34 32 46 36 49 26 33 38 50 25 36 32

3 18 9 20 27 27 36 38 54 23 39 51 48 69 54 74 39 50 57 75 38 54 48

4 24 12 26 36 36 48 50 72 30 52 68 64 92 72 98 52 66 76 100 50 72 64

5 30 15 33 45 45 60 63 90 38 65 85 80 115 90 123 65 83 95 125 63 90 80

6 36 18 39 54 54 72 75 108 45 78 102 96 138 108 147 78 99 114 150 75 108 96

7 42 21 46 63 63 84 88 126 53 91 119 112 161 126 172 91 116 133 175 88 126 112

8 48 24 52 72 72 96 100 144 60 104 136 128 184 144 193 104 132 152 200 100 144 128

9 54 27 59 81 81 108 113 162 68 117 153 144 203 162 221 117 149 171 225 113 162 144

10+ 60 30 65 90 90 120 125 180 75 130 170 160 230 180 245 130 165 190 250 125 180 160

Early and Late Ammunition Options: For Main Guns, the Early ammunition can be used in any year. Late ammunition becomes available for some Main Guns at the end of 1942, in 1943, or in 1944. This is slightly subjective, so use your own discretion when deciding which type suits your game. Some later (available only in 1944 or 1945) vehicles are only given the Late ammo option.

23

Vehicles: Light Tanks

BT-2 Light Tank Speed Slow 6 Medium 11 Fast 22 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 20 AV 19 AV 13 AV 20 AV Range 48 48 3 9

D10 1-3 4-6 7 8-10 ROF 1 4 4 12 5 15

Points Early 1931 Uncommon Side D10 20 AV 1-2 13 AV 3-6 13 AV 7 13 AV 8-10 Top AP 1 8 6 18 MM -1 -2 7 21 DM -1 -3 8 24

27 DM: +1 Rear 20 AV 13 AV 13 AV 13 AV 10 AV Special 9 27 10+ 30

Weapon Location 37mmM30 Main Gun 7.62 DT Hull Main Gun Penetration D10 <2 2 37mmM30 3 6

BT-5 Light Tank Speed Slow 5 Medium 10 Fast 21 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 20 AV 19 AV 13 AV 20 AV Range 48 48 3 20 27

Early Points 44 Late Points Early 1933 Common D10 Side D10 1-3 20 AV 1-2 4-6 13 AV 3-6 7 13 AV 7 8-10 13 AV 8-10 Top ROF 1 4 4 26 36 5 33 45 AP 1 8 6 39 54 MM -1 -2 7 46 63 DM -1 -3 8 52 72

61 DM: +1 Rear 20 AV 13 AV 13 AV 13 AV 10 AV Special 9 59 81 10+ 65 90

Weapon Location 45mmL46 Main Gun 7.62 DT Hull Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

BT-7 Light Tank Speed Slow 5 Medium 11 Fast 21 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 33 AV 27 AV 17 AV 23 AV Range 48 48 48 3 20 27

Early Points 44 Late Points Early 1937 Common D10 Side D10 1-3 20 AV 1-2 4-6 13 AV 3-6 7 13 AV 7 8-10 17 AV 8-10 Top ROF 1 4 4 4 26 36 5 33 45 AP 1 8 8 6 39 54 MM -1 -2 -2 7 46 63 DM -1 -3 -3 8 52 72

71 DM: +1 Rear 20 AV 19 AV 17 AV 17 AV 15 AV Special +1 Acq/Fire 9 59 81 10+ 65 90

Weapon Location 45mmL46 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

24

BT-7A Light Tank Speed Slow 5 Medium 11 Fast 21 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 33 AV 27 AV 18 AV 20 AV Range 48 48 48 3 23

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 30 5 38

Points Early 1939 Uncommon Side D10 20 AV 1-2 13 AV 3-6 13 AV 7 18 AV 8-10 Top AP 2 8 8 6 45 MM -2 -2 -2 7 53 DM +0 -3 -3 8 60

55 DM: +1 Rear 20 AV 19 AV 17 AV 18 AV 15 AV Special +1 Acq/Fire 9 68 10+ 75

Weapon Location 76.2mmL30 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 76.2mm/30 8 15

OT-7 Light Tank, Flamethrower Speed Location Slow 5 Track Medium 11 Lower Hull Fast 21 Upper Hull Turret Crew Turret Commander Mantle Hull Crew Driver Loader Features Basic Sights

D10 1-2 3-6 7 8-9 10

Front 20 AV 33 AV 27 AV 17 AV 21 AV

D10 1-3 4-6 7 8-10 ROF 1 4 AP 6 8

Points Early 1937 Rare Side D10 20 AV 1-2 13 AV 3-6 13 AV 7 17 AV 8-10 Top MM -3 -2 DM +1 -3

58 DM: +4 Rear 20 AV 19 AV 17 AV 17 AV 15 AV Special FT -

Weapon Location Range Flamethrower Main Gun 8 7.62 DT Hull 48 Main Gun Penetration: None

T-26B M1933 Light Tank Speed Slow 3 Medium 6 Fast 12 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 23 AV 22 AV 21 AV 22 AV Range 48 48 48 3 20 27

Early Points 41 Late Points Early 1933 Common D10 Side D10 1-3 20 AV 1-2 4-6 15 AV 3-6 7 19 AV 7 8-10 18 AV 8-10 Top ROF 1 4 4 4 26 36 5 33 45 AP 1 8 8 6 39 54 MM -1 -2 -2 7 46 63 DM -1 -3 -3 8 52 72

59 DM: +1 Rear 20 AV 17 AV 15 AV 18 AV 8 AV Special +1 Acq/Fire 9 59 81 10+ 65 90

Weapon Location 45mmL46 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

25

T-26S M1939 Light Tank Speed Slow 3 Medium 6 Fast 11 Turret Crew Commander Hull Crew Driver Loader Features Basic Sights -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 37 AV 33 AV 35 AV 22 AV Range 48 48 48 3 20 27

Early Points 47 Late Points Early 1939 Common D10 Side D10 1-3 20 AV 1-2 4-6 15 AV 3-6 7 19 AV 7 8-10 18 AV 8-10 Top ROF 1 4 4 4 26 36 5 33 45 AP 1 8 8 6 39 54 MM -1 -2 -2 7 46 63 DM -1 -3 -3 8 52 72

70 DM: +1 Rear 20 AV 17 AV 15 AV 18 AV 8 AV Special +1 Acq/Fire 9 59 81 10+ 65 90

Weapon Location 45mmL46 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

OT-133/OT-26S Light Tank, Flamethrower Speed Location Slow 3 Track Medium 6 Lower Hull Fast 11 Upper Hull Turret Crew Turret Commander Mantle Hull Crew Driver Loader Features Basic Sights -

D10 1-2 3-6 7 8-9 10

Front 20 AV 37 AV 33 AV 35 AV 22 AV Range 8 48 48 3 4

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 5 5 7 AP 6 8 8

Points Late 1939 Rare Side D10 20 AV 1-2 15 AV 3-6 19 AV 7 18 AV 8-10 Top MM -3 -2 -2 6 8 7 9 DM +1 -3 -3 8 10

70 DM: +4 Rear 20 AV 17 AV 15 AV 18 AV 8 AV Special FT +1 Acq/Fire 9 12 10+ 13

Weapon Location Flamethrower Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 7.62mm 1 3

T-60 Light Tank Speed Slow 5 Medium 9 Fast 18 Turret Crew Commander Hull Crew Driver Features Basic Sights Radio

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 26 AV 30 AV 19 AV 20 AV Range 48 48 3 18

D10 1-3 4-6 7 8-10 ROF 1 4 4 24 5 30 AP 1 8

Late Points Early 1941 Common Side D10 20 AV 1-2 15 AV 3-6 15 AV 7 19 AV 8-10 Top MM -1 -2 6 36 7 42 DM -2 -3 8 48

43 DM: +1 Rear 20 AV 19 AV 22 AV 19 AV 10 AV Special +1 Acq/Fire 9 54 10+ 60

Weapon Location 20mm TNSH Main Gun 7.62 DT Co-axial Main Gun Penetration D10 <2 2 20mm 6 12

26

T-60 M1942 Light Tank Speed Slow 5 Medium 9 Fast 18 Turret Crew Commander Hull Crew Driver Features Basic Sights Radio

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 45 AV 30 AV 31 AV 20 AV Range 48 48 3 18

D10 1-3 4-6 7 8-10 ROF 1 4 4 24 5 30 AP 1 8

Points Early 1942 Common Side D10 20 AV 1-2 15 AV 3-6 25 AV 7 31 AV 8-10 Top MM -1 -2 6 36 7 42 DM -2 -3 8 48

51 DM: +1 Rear 20 AV 28 AV 30 AV 31 AV 10 AV Special +1 Acq/Fire 9 54 10+ 60

Weapon Location 20mm TNSH Main Gun 7.62 DT Co-axial Main Gun Penetration D10 <2 2 20mm 6 12

T-70 Light Tank Speed Slow 5 Medium 9 Fast 18 Turret Crew Commander Hull Crew Driver Features Basic Sights Radio

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 20 AV 46 AV 68 AV 47 AV 90 AV Range 48 48 3 20 27

Early Points 73 Late Points Early 1942 Abundant D10 Side D10 1-3 20 AV 1-2 4-6 15 AV 3-6 7 16 AV 7 8-10 44 AV 8-10 Top ROF 1 4 4 26 36 5 33 45 AP 1 8 6 39 54 MM -1 -2 7 46 63 DM -1 -3 8 52 72

99 DM: +1 Rear 20 AV 21 AV 20 AV 46 AV 10 AV Special +1 Acq/Fire 9 59 81 10+ 65 90

Weapon Location 45mmL46 Main Gun 7.62 DT Co-axial Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

Vehicles: Armored Cars


BA-10 Light Armored Car Speed Slow 9 Medium 17 Fast 35 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights (Some Radios) Early Points 49 Late Points Early 1937 Common D10 Side D10 1-3 15 AV 1-2 4-6 12 AV 3-6 7 12 AV 7 8-10 8 AV 8-10 Top ROF 1 4 4 4 26 36 5 33 45 AP 1 8 8 6 39 54 MM -1 -2 -2 7 46 63 DM -1 -3 -3 8 52 72 71 DM: +1 Rear 15 AV 10 AV 10 AV 8 AV 10 AV Special +1 Acq/Fire 9 59 81 10+ 65 90

Location Tires Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 15 AV 16 AV 16 AV 10 AV 6 AV Range 48 48 48 3 20 27

Weapon Location 45mmL46 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 7 13 Early 45 Late 45 9 18

27

BAZ Light Armored Car, Small Speed Location Slow 5 Tires Medium 11 Lower Hull Fast 21 Upper Hull Turret Crew Turret Commander Mantle

D10 1-2 3-6 7 8-9 10

Front 15 AV 15 AV 15 AV 6 AV 4 AV Range 48 48 3 9

D10 1-3 4-6 7 8-10 ROF 1 4 4 12 5 15 AP 1 8

Points Early 1940 Common Side D10 15 AV 1-2 9 AV 3-6 10 AV 7 6 AV 8-10 Top MM -1 -2 6 18 7 21 DM -1 -3 8 24

25* DM: +1 Rear 15 AV 10 AV 10 AV 6 AV 10 AV Special +1 Acq/Fire 9 27 10+ 30

Hull Crew Weapon Location Driver 37mmM30 Main Gun 7.62 DT Co-axial Features Main Gun Penetration Basic Sights D10 <2 2 (Some Radios) 37mmM30 3 6 * Meets minimum points value definition.

BA-64 Light Armored Car, Small Speed Location Slow 8 Tires Medium 16 Lower Hull Fast 32 Upper Hull Turret Crew Turret Commander Mantle

D10 1-2 3-6 7 8-9 10

Front 15 AV 15 AV 15 AV 6 AV 4 AV Range 48 3 4

D10 1-3 4-6 7 8-10 ROF 4 4 5 5 7 AP 8

Points Early 1942 Common Side D10 15 AV 1-2 9 AV 3-6 10 AV 7 6 AV 8-10 Top MM -2 6 8 7 9 DM -3 8 10

25* DM: +1 Rear 15 AV 10 AV 10 AV 6 AV 10 AV Special 9 12 10+ 13

Hull Crew Weapon Location Driver 7.62 DT Turret Features Main Gun Penetration Basic Sights D10 <2 2 (Some Radios) 7.62mm 1 3 * Meets minimum points value definition.

Vehicles: Medium Tanks

T-28 Points Medium Tank, Independent Turrets (1x76.2, 2xMG) Early 1934 Uncommon Speed Location D10 Front D10 Side D10 Slow 4 Track 1-2 25 AV 1-3 25 AV 1-2 Medium 7 Lower Hull 3-6 38 AV 4-6 20 AV 3-6 Fast 15 Upper Hull 7 35 AV 7 22 AV 7 Turret Crews* 76.2 Turret 8-9 20 AV 8-9 20 AV 8-10 Commander MG Turret 10 22 AV 10 20 AV Top 3 Gunners * 76.2 turret commander and 1 gunner, *MG turret 1 gunner each Hull Crew Weapon Location Range ROF AP MM DM Driver 76.2L30 Turret 48 1 2 -2 +0 Radio Operator 7.62 DT Co-axial 48 4 8 -2 -3 Features 7.62 DT(x2) Ind Turret 48 4 8 -2 -3 Basic Sights Main Gun Penetration Radio D10 <2 2 3 4 5 6 7 8 Rear Machinegun 76.2L30 8 15 23 30 38 45 53 60

56 DM: +0 Rear 25 AV 34 AV 12 AV 20 AV 10 AV Special +1 Acq/Fire 9 68 10+ 75

28

T34/76 A Medium Tank Speed Slow 6 Medium 11 Fast 22 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights (Command Radio) -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 66 AV 56 AV Range 48 48 48 3 23

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 30 5 38

Points Early 1940 Uncommon Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 59 AV 8-10 Top AP 2 8 8 6 45 MM -2 -2 -2 7 53 DM +0 -3 -3 8 60

109 DM: +0 Rear 25 AV 60 AV 65 AV 59 AV 20 AV Special +1 Acq/Fire 9 68 10+ 75

Weapon Location 76.2mmL30 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 76.2mm/30 8 15

T34/76 B Medium Tank Speed Slow 6 Medium 11 Fast 22 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights (Command Radio) -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 78 AV 56 AV Range 48 48 48 3 39

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 52 5 65 AP 2 8 8

Points Early 1941 Abundant Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 68 AV 8-10 Top MM -2 -2 -2 6 78 7 91 DM +0 -3 -3 8 104

177 DM: +0 Rear 25 AV 68 AV 65 AV 68 AV 20 AV Special +1 Acq/Fire 9 117 10+ 130

Weapon Location 76.2mm F32 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 76.2mm/41 13 26

T34/76 C Medium Tank Speed Slow 6 Medium 11 Fast 22 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights (Command Radio) -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 95 AV 56 AV Range 48 48 48 3 39

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 52 5 65 AP 2 8 8

Points Early 1942 Abundant Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 62 AV 8-10 Top MM -2 -2 -2 6 78 7 91 DM +0 -3 -3 8 104

183 DM: +0 Rear 25 AV 68 AV 65 AV 62 AV 20 AV Special +1 Acq/Fire 9 117 10+ 130

Weapon Location 76.2mm F32 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 76.2mm/41 13 26

29

T34/76 D Medium Tank Speed Slow 6 Medium 11 Fast 22 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights Radio -

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 98 AV 56 AV Range 48 48 48 3 39

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 52 5 65 AP 2 8 8

Points Early 1943 Abundant Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 62 AV 8-10 Top MM -2 -2 -2 6 78 7 91 DM +0 -3 -3 8 104

185 DM: +0 Rear 25 AV 68 AV 65 AV 62 AV 20 AV Special +1 Acq/Fire 9 117 10+ 130

Weapon Location 76.2mm F32 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 76.2mm/41 13 26

T34/85 Medium Tank Speed Slow 5 Medium 10 Fast 20 Turret Crew Commander Gunner Loader Hull Crew Driver Radio Operator Features Basic Sights Radio

Location Track Lower Hull Upper Hull Turret Mantle Weapon 85mmL54 7.62 DT 7.62 DT D10 Early 85 Late 85

D10 1-2 3-6 7 8-9 10 Location Main Gun Co-axial Hull <2 2 16 32 23 46

Front 25 AV 81 AV 81 AV 130 AV 140 AV Range 48 48 48 3 48 69

Early Points 254 Late Points Early 1944 Abundant D10 Side D10 1-3 25 AV 1-2 4-6 45 AV 3-6 7 63 AV 7 8-10 90 AV 8-10 Top ROF 1 4 4 4 5 64 80 92 115 AP 3 8 8 6 96 138 MM -2 -2 -2 7 112 161 DM +1 -3 -3 8 128 184

380 DM: +0 Rear 25 AV 68 AV 65 AV 58 AV 20 AV Special +1 Acq/Fire 9 10+ 144 160 203 230

ATO-41 (OT-34B) Medium Tank, Flamethrower Speed Location Slow 6 Track Medium 11 Lower Hull Fast 22 Upper Hull Turret Crew Turret Commander Mantle Gunner Hull Crew Driver Loader Features Basic Sights (Command Radio) -

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 78 AV 56 AV Range 48 48 8 3 39

D10 1-3 4-6 7 8-10 ROF 1 4 1 4 52 5 65 AP 2 8 6

Points Late 1941 Rare Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 68 AV 8-10 Top MM -2 -2 -3 6 78 7 91 DM +0 -3 +1 8 104

221 DM: +3 Rear 25 AV 68 AV 65 AV 68 AV 20 AV Special +1 Acq/Fire FT 9 117 10+ 130

Weapon Location 76.2mm F32 Main Gun 7.62 DT Co-axial Flamethrower Hull Main Gun Penetration D10 <2 2 76.2mm/41 13 26

30

ATO-42 (OT-34D) Medium Tank, Flamethrower Speed Location Slow 6 Track Medium 11 Lower Hull Fast 22 Upper Hull Turret Crew Turret Commander Mantle Gunner Hull Crew Driver Loader Features Basic Sights Radio -

D10 1-2 3-6 7 8-9 10

Front 25 AV 81 AV 81 AV 98 AV 56 AV Range 48 48 8 3 39

D10 1-3 4-6 7 8-10 ROF 1 4 1 4 52 5 65

Points Late 1943 Uncommon Side D10 25 AV 1-2 45 AV 3-6 63 AV 7 62 AV 8-10 Top AP 2 8 6 6 78 MM -2 -2 -3 7 91 DM +0 -3 +1 8 104

229 DM: +3 Rear 25 AV 68 AV 65 AV 62 AV 20 AV Special +1 Acq/Fire FT 9 117 10+ 130

Weapon Location 76.2mm F32 Main Gun 7.62 DT Co-axial Flamethrower Hull Main Gun Penetration D10 <2 2 76.2mm/41 13 26

Vehicles: Heavy Tanks

T-35 Model 1935 Points 94 Heavy Tank, Independent Turrets (1x76.2, 2x45, 2xMG) Early 1935 Rare DM: -1 Speed Location D10 Front D10 Side D10 Rear Slow 3 Track 1-2 30 AV 1-3 30 AV 1-2 30 AV Medium 6 Lower Hull 3-6 30 AV 4-6 20 AV 3-6 20 AV Fast 9 Upper Hull 7 25 AV 7 20 AV 7 20 AV Turret Crews* 76.2 Turret 8 20 AV 9 20 AV 8-10 20 AV Commander Ind Turrets 9-10 22 AV 10 20 AV Top 20 AV 5 Gunners * 76.2 turret commander and 1 gunner, *45 turret 1 gunner each, *MG turret 1 gunner each Hull Crew Weapon Location Range ROF AP MM DM Special 3 Loaders 76.2L30 Turret 48 1 2 -2 +0 Driver 45 /L46 (x2) Ind Turret 48 1 1 -2 -1 Radio Operator 7.62 DT(X3) Co-axial 48 4 8 -2 -3 +1Acq/Fire Features 7.62 DT(x2) Ind Turret 48 4 8 -2 -3 Basic Sights Main Gun Penetration Radio Rear Machinegun D10 45L46x2 76.2L30 <2 7 8 2 13 15 3 20 23 4 26 30 5 33 38 6 39 45 7 46 53 8 52 60 9 59 68 10+ 65 75

KV-1 M1939 Heavy Tank Speed Slow 4 Medium 7 Fast 14 Turret Crew Commander Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun

Location Track Lower Hull Upper Hull Turret Mantle Weapon 76.2mmL30 7.62 DT 7.62 DT

D10 1-2 3-6 7 8-9 10 Location Main Gun Co-axial Hull

Front 35 AV 98 AV 87 AV 90 AV 135 AV Range 48 48 48

D10 1-3 4-6 7 8-10 ROF 1 4 4

Points Late 1939 Uncommon Side D10 35 AV 1-2 75 AV 3-6 78 AV 7 75 AV 8-10 Top AP 2 8 8 MM -2 -2 -2 DM +0 -3 -3

124 DM: -1 Rear 35 AV 84 AV 96 AV 86 AV 30 AV Special +1 Acq/Fire -

Main Gun Penetration D10 <2 2 76.2mm/30 8 15

3 23

4 30

5 38

6 45

7 53

8 60

9 68

10+ 75

31

KV-1 M1941 Heavy Tank Speed Slow 4 Medium 7 Fast 14 Turret Crew Commander Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun

Location Track Lower Hull Upper Hull Turret Mantle Weapon 76.2mm F32 7.62 DT 7.62 DT

D10 1-2 3-6 7 8-9 10 Location Main Gun Co-axial Hull

Front 35 AV 75 AV 87 AV 90 AV 135 AV Range 48 48 48

D10 1-3 4-6 7 8-10 ROF 1 4 4 AP 2 8 8

Points Late 1941 Common Side D10 35 AV 1-2 75 AV 3-6 87 AV 7 86 AV 8-10 Top MM -2 -2 -2 DM +0 -3 -3

177 DM: -1 Rear 35 AV 105 AV 96 AV 86 AV 30 AV Special +1 Acq/Fire -

Main Gun Penetration D10 <2 2 76.2mm/41 13 26

3 39

4 52

5 65

6 78

7 91

8 104

9 117

10+ 130

KV-1 C Heavy Tank Speed Slow 3 Medium 6 Fast 12 Turret Crew Commander Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun

Location Track Lower Hull Upper Hull Turret Mantle Weapon 76.2mmL30 7.62 DT 7.62 DT

D10 1-2 3-6 7 8-9 10 Location Main Gun Co-axial Hull

Front 35 AV 133 AV 105 AV 140 AV 135 AV Range 48 48 48

D10 1-3 4-6 7 8-10 ROF 1 4 4 AP 2 8 8

Points Early 1942 Common Side D10 35 AV 1-2 120 AV 3-6 130 AV 7 125 AV 8-10 Top MM -2 -2 -2 DM +0 -3 -3

230 DM: -1 Rear 35 AV 105 AV 96 AV 112 AV 40 AV Special +1 Acq/Fire -

Main Gun Penetration D10 <2 2 76.2mm/41 13 26

3 39

4 52

5 65

6 78

7 91

8 104

9 117

10+ 130

KV-1 S Heavy Tank Speed Slow 4 Medium 9 Fast 17 Turret Crew Commander Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun

Location Track Lower Hull Upper Hull Turret Mantle Weapon 76.2mm F32 7.62 DT 7.62 DT

D10 1-2 3-6 7 8-9 10 Location Main Gun Co-axial Hull

Front 35 AV 75 AV 99 AV 128 AV 135 AV Range 48 48 48

D10 1-3 4-6 7 8-10 ROF 1 4 4 AP 2 8 8

Points Late 1942 Common Side D10 35 AV 1-2 60 AV 3-6 60 AV 7 86 AV 8-10 Top MM -2 -2 -2 DM +0 -3 -3

193 DM: -1 Rear 35 AV 87 AV 96 AV 86 AV 30 AV Special +1 Acq/Fire -

Main Gun Penetration D10 <2 2 76.2mm/41 13 26

3 39

4 52

5 65

6 78

7 91

8 104

9 117

10+ 130

32

KV-8/OT-KV Heavy Tank, Flamethrower Speed Location Slow 3 Track Medium 6 Lower Hull Fast 12 Upper Hull Turret Crew Turret Commander Mantle Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun Weapon 45mmL46 Flamethrower 7.62 DT

D10 1-2 3-6 7 8-9 10 Location Main Gun Turret Hull

Front 35 AV 133 AV 105 AV 140 AV 135 AV Range 48 8 48

D10 1-3 4-6 7 8-10 ROF 1 1 4 AP 1 6 8

Points Late 1942 Rare Side D10 35 AV 1-2 120 AV 3-6 130 AV 7 125 AV 8-10 Top MM -1 -3 -2 DM -1 +1 -3

177 DM: +2 Rear 35 AV 105 AV 96 AV 112 AV 40 AV Special FT -

Main Gun Penetration D10 <2 2 45mmL46 7 13

3 20

4 26

5 33

6 39

7 46

8 52

9 59

10+ 65

KV-85 Heavy Tank Speed Slow 4 Medium 8 Fast 15 Turret Crew Commander Gunner Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 35 AV 98 AV 87 AV 140 AV 150 AV Range 48 48 48 3 48 69

Early Points 260 Late Points Early 1944 Uncommon D10 Side D10 1-3 35 AV 1-2 4-6 60 AV 3-6 7 60 AV 7 8-10 115 AV 8-10 Top ROF 1 4 4 4 64 92 5 80 115 AP 3 8 8 6 96 138 MM -2 -2 -2 7 112 161 DM +1 -3 -3 8 128 184

387 DM: -1 Rear 35 AV 105 AV 64 AV 130 AV 30 AV Special +1 Acq/Fire 9 144 203 10+ 160 230

Weapon Location 85mmL54 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 16 32 Early 85 Late 85 23 46

KV-2 Heavy Tank , Support Gun (+1 Acq/Fire vs Inf/Art) Speed Location D10 Slow 4 Track 1-2 Medium 7 Lower Hull 3-6 Fast 14 Upper Hull 7 Turret Crew Turret 8-9 Commander Mantle 10 2 Gunners Hull Crew Driver Loader Radio Operator Features Basic Sights Radio Rear Machinegun Weapon Location 152mmL24 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 13 25 Early 152 Late 152 18 36

Front 35 AV 98 AV 87 AV 75 AV 176 AV Range 24 48 48 3 38 54

Early Points 180 Late Points Early 1940 Uncommon D10 Side D10 1-3 35 AV 1-2 4-6 75 AV 3-6 7 78 AV 7 8-10 75 AV 8-10 Top ROF 1 4 4 4 50 72 5 63 90 AP 6 8 8 6 75 108 MM -4 -2 -2 7 88 126 DM +4 -3 -3 8 100 144

259 DM: -1 Rear 35 AV 84 AV 96 AV 75 AV 30 AV Special Support +1 Acq/Fire 9 113 162 10+ 125 180

33

JS-I Heavy Tank Speed Slow 4 Medium 7 Fast 15 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights Radio Rear machinegun

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 35 AV 154 AV 216 AV 140 AV 160 AV Range 48 48 48 3 51 69

Early Points 324 Late Points Late 1943 Rare D10 Side D10 1-3 35 AV 1-2 4-6 90 AV 3-6 7 104 AV 7 8-10 115 AV 8-10 Top ROF 1 4 4 4 68 92 5 85 105 AP 3 8 8 6 102 128 MM -2 -2 -2 7 119 161 DM +1 -3 -3 8 136 184

444 DM: -1 Rear 35 AV 85 AV 94 AV 117 AV 30 AV Special +1 Acq/Fire 9 153 197 10+ 170 230

Weapon Location 85mmL54 Main Gun 7.62 DT Co-axial 7.62 DT Hull Main Gun Penetration D10 <2 2 17 34 Early 85 Late 85 23 46

JS-II Heavy Tank Speed Slow 4 Medium 7 Fast 15 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights Radio Rear machinegun

Location Track Lower Hull Upper Hull Turret Mantle

D10 1-2 3-6 7 8-9 10

Front 35 AV 154 AV 216 AV 140 AV 160 AV Range 60 48 60 3 75

D10 1-3 4-6 7 8-10 ROF 1 4 4 4 100 5 125 AP 5 8 9

Points Early 1944 Common Side D10 35 AV 1-2 90 AV 3-6 104 AV 7 115 AV 8-10 Top MM -3 -2 -3 6 150 7 175 DM +3 -3 -3 8 200

523 DM: -1 Rear 35 AV 85 AV 94 AV 117 AV 30 AV Special +1 Acq/Fire AA: 0.25 9 225 10+ 250

Weapon Location 122mm D25 Main Gun 7.62 DT Co-axial 12.7 DsHK Pintle Main Gun Penetration D10 <2 2 122L43 25 50

34

JS-III Heavy Tank Speed Slow 4 Medium 7 Fast 15 Turret Crew Commander Gunner Hull Crew Driver Loader Features Basic Sights Radio Rear machinegun

Location Track Lower Hull Upper Hull Turret Mantle

Points Early 1945 Uncommon (may not have seen combat in WWII) D10 Front D10 Side D10 1-2 35 AV 1-3 35 AV 1-2 3-6 177 AV 4-6 120 AV 3-6 7 225 AV 7 144 AV 7 8-9 240 AV 8-10 236 AV 8-10 10 280 AV Top Range 60 48 60 3 75 ROF 1 4 4 4 100 5 125 AP 5 8 9 6 150 MM -3 -2 -3 7 175 DM +3 -3 -3 8 200

655 DM: -1 Rear 35 AV 85 AV 94 AV 230 AV 30 AV Special +1 Acq/Fire AA: 0.25 9 225 10+ 250

Weapon Location 122mm D25 Main Gun 7.62 DT Co-axial 12.7 DsHK Pintle Main Gun Penetration D10 <2 2 122L43 25 50

Vehicles: Assault Guns and Tank Destroyers

SU-76 Light, Open Topped Tank Destroyer Speed Location D10 Slow 5 Track 1-2 Medium 9 Lower Hull 3-6 Fast 18 Upper Hull 7-9 Hull Crew Mantle 10 Commander Gunner Weapon Location Driver 76.2mm ZIS-3 Main Gun Loader Features Main Gun Penetration Basic Sights D10 <2 2 Radio 76.2L54 17 34

Front 20 AV 39 AV 45 AV 24 AV Range 48 3 51

D10 1-3 4-6 7-10 ROF 1 4 68 5 85 AP 2 -

Points Early 1943 Abundant Side D10 20 AV 1-2 15 AV 3-6 12 AV 7-10 Top MM -2 6 102 7 119 DM +0 8 136

115 DM: +1 Rear 20 AV 19 AV 15 AV 0 AV Special 9 153 10+ 170

SU-85 Medium Assault Gun Speed Location D10 Front Slow 6 Track 1-2 25 AV Medium 11 Lower Hull 3-6 81 AV Fast 22 Upper Hull 7-9 72 AV Hull Crew Mantle 10 110 AV Commander Gunner Weapon Location Range Driver 85mmL54 Main Gun 48 Loader Features Main Gun Penetration Basic Sights D10 <2 2 3 Radio 16 32 48 Early 85 Late 85 46 69 23

Early Points 212 Late Points Late 1943 Common D10 Side D10 1-3 25 AV 1-2 4-6 45 AV 3-6 7-10 59 AV 7-10 Top ROF 1 4 64 92 5 80 115 AP 3 6 96 138 MM -2 7 112 161 DM +1 8 128 184

322 DM: +0 Rear 25 AV 68 AV 62 AV 30 AV Special 9 144 203 10+ 160 230

35

SU-100 Medium Assault Gun Speed Location D10 Front Slow 5 Track 1-2 25 AV Medium 10 Lower Hull 3-6 81 AV Fast 20 Upper Hull 7-9 120 AV Hull Crew Mantle 10 110 AV Commander Gunner Weapon Location Range Driver 100mm L56 Main Gun 60 Loader Features Main Gun Penetration Basic Sights D10 <2 2 3 Radio 18 36 54 Early 100 Late 100 25 49 74

Early Points 255 Late Points Late 1944 Common D10 Side D10 1-3 25 AV 1-2 4-6 45 AV 3-6 7-10 59 AV 7-10 Top ROF 1 4 72 98 5 90 123 AP 4 6 108 147 MM -3 7 126 172 DM +2 8 144 193

369 DM: +0 Rear 25 AV 68 AV 62 AV 30 AV Special 9 162 221 10+ 180 245

SU-122 Medium Assault Gun, Speed Slow 6 Medium 11 Fast 22 Hull Crew Commander Gunner Driver Loader Features Basic Sights Radio

Support Gun (+1 Acq/Fire vs Inf/Art) Location D10 Front Track 1-2 25 AV Lower Hull 3-6 81 AV Upper Hull 7-9 72 AV Mantle 10 96 AV Weapon Location 122mm L23 Main Gun Main Gun Penetration D10 <2 2 122 L23 13 26 Range 24 3 39

D10 1-3 4-6 7-10 ROF 1 4 52 5 65 AP 5 -

Points Late 1942 Common Side D10 25 AV 1-2 45 AV 3-6 59 AV 7-10 Top MM -3 6 78 7 91 DM +3 8 104

164 DM: +0 Rear 25 AV 68 AV 62 AV 30 AV Special Support 9 117 10+ 130

JSU 122 Heavy Assault Gun, Support Gun (+1 Acq/Fire vs Inf/Art) Speed Location D10 Front Slow 4 Track 1-2 35 AV Medium 7 Lower Hull 3-6 117 AV Fast 15 Upper Hull 7-9 132 AV Hull Crew Mantle 10 97 AV Commander Gunner Radio Operator Driver Loader Features Basic Sights Radio Weapon Location Range 24 60 3 50 4 66

D10 1-3 4-6 7-10 ROF 1 4 5 83 AP 5 9 -

Points Late 1943 Common Side D10 35 AV 1-2 90 AV 3-6 94 AV 7-10 Top MM -3 -3 6 99 7 116 DM +3 -3 8 132

264 DM: -1 Rear 35 AV 85 AV 94 AV 30 AV Special Support AA: 0.25 9 149 10+ 165

122mm A19 Main Gun 12.7mm DsHK Pintle Main Gun Penetration D10 <2 2 122 A19 17 33

JSU 122s Heavy Assault Gun Speed Slow 4 Medium 7 Fast 15 Hull Crew Commander Gunner Radio Operator Driver Loader Features Basic Sights Radio

Location Track Lower Hull Upper Hull Mantle

D10 1-2 3-6 7-9 10

Front 35 AV 117 AV 112 AV 150 AV Range 60 60 3 75

D10 1-3 4-6 7-10 ROF 1 4 4 100 5 125 AP 5 9 -

Points Early 1944 Common Side D10 35 AV 1-2 90 AV 3-6 86 AV 7-10 Top MM -3 -3 6 150 7 175 DM +3 -3 8 200

416 DM: -1 Rear 35 AV 85 AV 94 AV 30 AV Special AA: 0.25 9 225 10+ 250

Weapon Location 122mm D25 Main Gun 12.7 DsHK Pintle Main Gun Penetration D10 <2 2 Late 122 25 50

36

JSU 152 Heavy Assault Gun , Support Gun (+1 Acq/Fire vs Inf/Art) Speed Location D10 Front Slow 4 Track 1-2 35 AV Medium 7 Lower Hull 3-6 117 AV Fast 15 Upper Hull 7-9 112 AV Hull Crew Mantle 10 150 AV Commander Gunner Weapon Location Range Radio Operator 152mm ML20 Main Gun 24 Driver 12.7 DsHK Pintle 60 Loader Features Main Gun Penetration Basic Sights D10 <2 2 3 13 25 38 Early 152 Radio Late 152 18 36 54

Early Points 271 Late Points Late 1943 Common D10 Side D10 1-3 35 AV 1-2 4-6 90 AV 3-6 7-10 86 AV 7-10 Top ROF 1 4 4 50 72 5 63 90 AP 6 9 6 75 108 MM -4 -3 7 88 126 DM +4 -3 8 100 144

298 DM: -1 Rear 35 AV 85 AV 94 AV 30 AV Special Support AA: 0.25 9 113 162 10+ 125 180

Vehicles: Soft Skinned and Transports


Note: as previously mentioned, the Soviets used extensive numbers of Lend Lease motor vehicles. Any of these, or other Soviet vehicles, could fit into the following Soft Skinned roles. If you want to use something different, simply match it to its role. Speed and Availability may change.
ZiS-6 Heavy Truck Points Light, Soft Skinned, Open Topped Transport Early 1934 Abundant Speed Location D10 Front D10 Side D10 Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 Hull Crew Transport: Up to 15 internal passengers, and 1 Extra Heavy artillery piece. Driver 20 DM: +2 Rear 9 AV 9 AV 5 AV

ZiS-5 Medium Truck Points Light, Soft Skinned, Open Topped Transport Early 1933 Abundant Speed Location D10 Front D10 Side D10 Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 Hull Crew Transport: Up to 10 internal passengers, and 1 Heavy artillery piece. Driver

20 DM: +2 Rear 9 AV 9 AV 5 AV

GAZ-AA Light Truck Points Light, Soft Skinned, Small Open Topped Transport Early 1932 Abundant Speed Location D10 Front D10 Side D10 Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 Medium 14 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 Fast 28 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 Hull Crew Transport: Up to 6 internal passengers, and 1 Medium artillery piece. Driver

20 DM: +3 Rear 9 AV 9 AV 5 AV

GAZ-64/67 Jeep Points 20 Light, Soft Skinned, Small Open Topped Transport Early 1941 Abundant DM: +3 Speed Location D10 Front D10 Side D10 Rear Slow 8 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV Medium 16 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV Fast 36 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV Hull Crew Transport: Up to 5 internal passengers and 1 Light artillery piece. Note: This vehicle is a unit option only. *One member of the unit functions as the Driver. Driver*

37

GAZAAA-MG Truck (Portee) Light, Soft Skinned, Open Topped Speed Location Slow 7 Tire Medium 14 Lower Hull Fast 28 Upper Hull Hull Crew Driver 2 Gun Crew

D10 1-2 3-6 7-10

Front 9 AV 9 AV 5 AV

D10 1-3 4-6 7-10

Points Late 1936 Abundant Side D10 9 AV 1-2 9 AV 3-6 5 AV 7-10

75 DM: +3 Rear 9 AV 9 AV 5 AV

*Penetrating Hit MM is -1, Direct Fire vs Infantry/Artillery is MM -6. Weapon Location Range ROF AP MM* DM Special Quad Maxim Quad 60 12 8 -1/-6 -3 AA: 1 As a Quad mounted weapon that is able to swing 360 degrees as if it had a Turret, the Quad Features Maxim sacrifices one barrels worth of fire to obtain a Coaxial Bonus of +1 to Acq/Fire. Basic Sights Main Gun Penetration D10 <2 2 3 4 5 6 7 8 9 10+ 7.62mm 1 3 4 5 7 8 9 10 12 13 Note: This vehicle may not Move and Fire.

GAZAAA-37 Truck (Portee) Light, Soft Skinned, Open Topped Speed Location Slow 7 Tire Medium 14 Lower Hull Fast 28 Upper Hull Hull Crew Driver 3 Gun Crew Features Basic Sights -

D10 1-2 3-6 7-10

Front 9 AV 9 AV 5 AV

D10 1-3 4-6 7-10

Points Late 1938 Abundant Side D10 9 AV 1-2 9 AV 3-6 5 AV 7-10

52 DM: +3 Rear 9 AV 9 AV 5 AV

Weapon Location Range ROF AP MM* DM Special 37mmL74 AA 48 1 1 -1 -1 AA: 1 As an AA mounted weapon the 37mm is able to swing 360 degrees as if it had a Turret. Main Gun Penetration D10 <2 2 3 4 5 6 7 8 9 10+ 37mmL74 7 14 21 28 35 42 49 56 63 70 Note: This vehicle may not Move and Fire.

Stalinec S60 and S-65 Points 10 Light, Soft Skinned, Open Topped Transport Early 1933 Abundant DM: +1 Speed Location D10 Front D10 Side D10 Rear Slow Track 1-2 12 AV 1-3 12 AV 1-2 12 AV Medium Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV Fast 6 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV Transport: Up to 8 internal passengers, and ANY 1 artillery piece. This is an artillery tractor, Hull Crew unarmed, and unarmored. It is slow, but can move any artillery. Driver

Komsomlec Points 30 Light, Open Topped Transport Early 1937 Abundant DM: +1 Speed Location D10 Front D10 Side D10 Rear Slow 5 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV Medium 10 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 7 AV Fast 19 Upper Hull 7-10 10 AV 7-10 10 AV 7-10 7 AV Hull Crew Transport: Up to 5 internal passengers and 1 light artillery piece. This is an armored artillery tractor, and is specifically designed to transport 45mm ATGs. Driver

Horse Limber: Though not a true Soft Skinned vehicle, Horse Limbers were used in large numbers by the Soviets. Any penetrating hit by a Main Gun round automatically destroys the limber, but will not automatically kill the crew. Roll for AP without the confined space explosion (there is not one). Small Arms fire must be direct, crew and horses count as if in Soft Cover. Figure Horses equal Assigned Crew Size plus 2. Figure minimum number of horses is starting number. Artillery may limber/unlimber only if both Gun and Limber do nothing else, ie they can not Move or Fire. Limbers have only one Speed,12. They may not cross linear obstacles of any kind or bodies of water. However, Horse Limbers are unaffected by Adverse Weather, so are not impeded for game purposes by mud or snow. A Horse Limber is only available to Artillery, and costs +10 points. Note: Blasts affect Crew and Horses, but Direct Small Arms Fire is at the Crew or the Horses, not both. You can not distribute crew casualties to the horses or vice versa.

38

VI. Aircraft: Common Aircraft Data Cards


Common Aircraft Data Cards: This category is titled Common Aircraft. For large nations like the Soviet Union there are likely to be many different possible aircraft variants and designs. Whereas an engine modification in a tank may have a negligible change in overall performance, almost any modification to a plane will make it perform differently. It would be difficult to list more than a fraction of all the possible Soviet aircraft types and variants. What I have seen are about 200 possible configurations, and I am hardly an expert. Undoubtedly there are a great deal more. What is shown here is a representation of aircraft most likely to be found (and known). As DH/C7B is not an air superiority game system, these will most likely meet the needs of players. The Bomb Class chart is repeated here for clarification. Aircraft are listed primarily as Interceptors, Ground Attack, High Altitude Bomber, and Transport. Some, like the Il-Stormovik, may be able to perform in more than one role. Remember, for DH/C7B, each air asset can not be purchased via points (aircraft do not generally support platoons). They can only be used according to scenario or agreement. They must also be assigned only one role for the battle, even if the aircraft is capable of performing more than one.

Class Light Medium Heavy Very Heavy Super Heavy Extra Heavy Oversized Napalm

Weight 25kg/50lb 50kg/100lb 100kg/200lb 250kg/500lb 500kg/1000lb 750kg/1500lb 1000kg/2000lb Napalm

RP 1 2 3 4 5 5 6 3

DB 0 1 2 2 2 3 3 4

AP 1 2 3 4 5 6 7 6

IAT D10(1) D10(2) D10(3) D10(4) D10(5) D10(6) D10(7) auto

DM -1 +0 +1 +2 +3 +4 +5 +6

MM -1 -2 -2 -3 -3 -4 -5 -6

Soviet Aircraft
Polikarpov I-16 Type 10 Interceptor Aircraft Payload 4x 7.62mm ShKAS Weapon Type Range ROF AP 4x 7.62mm LMG LMG 4* 1 Features Main Gun Penetration Defensive AA: 0 D10 <2 2 3 4 5 6 Interceptor AA: 3 7.62mm LMG 1 3 4 5 7 8 *Strafes with a total of 8 shots of 7.62mm at a single target. W D

MM -2 7 9

DM -3 8 10 9 12

Special Top 10+ 13

Yakolev Yak-1 Interceptor/Ground Attack Aircraft (rarely used in the Ground Attack role) Payload 1x 20mm ShVAK Weapon Type Range ROF AP 2x 12.7mm BS 20mm ShVAK AT 1 1 6x 25kg Rockets 2X 12.7mm BS HMG 4* 9 Features Main Gun Penetration Defensive AA: 0 D10 <2 2 3 4 5 6 Interceptor AA: 4 20mm ShVAK 4 8 12 16 20 24 *Strafes with a total of 4 shots of 12.7mm at a single target.

MM -1 -3 7 28

DM -2 -3 8 32 9 36

Special Top Top 10+ 40

39

Yakolev Yak-3 Interceptor Aircraft Payload 1x 20mm ShVAK 2x 12.7mm BS Features Defensive AA: 0 Interceptor AA: 6 -

Weapon Type Range ROF AP 20mm ShVAK AT 1 1 2X 12.7mm BS HMG 4* 9 Main Gun Penetration D10 <2 2 3 4 5 6 20mm ShVAK 4 8 12 16 20 24 *Strafes with a total of 4 shots of 12.7mm at a single target.

MM -1 -3 7 28

DM -2 -3 8 32 9 36

Special Top Top 10+ 40

Yakolev Yak-9D Interceptor/Ground Attack Aircraft (rarely used in the Ground Attack role) Payload 1x 20mm ShVAK Weapon Type Range ROF AP 2x 12.7mm BS 20mm ShVAK AT 1 1 2x 100kg Bombs 2X 12.7mm BS HMG 4* 9 Features Main Gun Penetration Defensive AA: 0 D10 <2 2 3 4 5 6 Interceptor AA: 5 20mm ShVAK 4 8 12 16 20 24 *Strafes with a total of 4 shots of 12.7mm at a single target.

MM -1 -3 7 28

DM -2 -3 8 32 9 36

Special Top Top 10+ 40

Yakolev Yak-9T Interceptor/Ground Attack Aircraft Payload 1x 45mmL46 Weapon Type Range ROF AP 2x 12.7mm BS 45mmL46 AT 1 1 2X 12.7mm BS HMG 4* 9 Features Main Gun Penetration Defensive AA: 0 D10 <2 2 3 4 5 6 Interceptor AA: 3 45mmL46 7 13 20 26 33 39 *Strafes with a total of 4 shots of 12.7mm at a single target.

MM -1 -3 7 46

DM -1 -3 8 52 9 59

Special Top Top 10+ 65

W W D Mikoyan MiG-3 (MiG-1) Interceptor/Ground Attack Aircraft (rarely used in the Ground Attack role) Payload *Speculative. Other role may have been Chemical Dispenser. 12.7mm BS Weapon Type Range ROF AP MM DM Special 2x 7.62mm ShKAS 12.7mm BS HMG 4* 9 -3 -3 Top (Napalm)* 2x 7.62mm LMG LMG 4* 1 -2 -3 Top Features Main Gun Penetration Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+ Interceptor AA: 4 12.7mm BS 2 4 6 8 10 12 14 16 18 20 *Strafes with a total of 2 shots of 12.7mm and 4 shots of 7.62mm at a single target.

Ilyushin Il-2 Stormovik Ground Attack/ Interceptor Aircraft (sometimes used in the Interceptor role) Payload 2x 20mm ShVAK Weapon Type Range ROF AP 2x 7.62mm ShKAS 2x 20mm ShVAK AT 1 1 8x 100kg Rockets 2x 7.62mm LMG LMG 4* 1 4x 100kg Bombs Features Main Gun Penetration Defensive AA: 1 D10 <2 2 3 4 5 6 Interceptor AA: 3 20mm ShVAK 4 8 12 16 20 24 *Strafes with a total of 4 shots of 7.62mm at a single target.

MM -1 -2

DM -2 -3

Special Top Top

7 28

8 32

9 36

10+ 40

40

Ilyushin Il-10 Stormovik Ground Attack/ Interceptor Aircraft (rarely used in the Interceptor role) Payload* *Choose one Bomb or Rocket load only. 2x 23mm NS 23 Weapon Type Range ROF AP 2x 20mm ShVAK 2x 23mm NS 23 AT 1 1 2x 7.62mm ShKAS 2x 20mm ShVAK AT 1 1 2x 500kg Bombs 2x 7.62mm LMG LMG 4* 1 4x 250kg Bombs Main Gun Penetration 8x 100kg Rockets D10 <2 2 3 4 5 6 Features 23mm NS 23 4 9 13 18 22 27 Defensive AA: 1 20mm ShVAK 4 8 12 16 20 24 Interceptor AA: 3 *Strafes with a total of 4 shots of 7.62mm at a single target.

MM -1 -1 -2 7 31 28

DM -2 -2 -3 8 36 32 9 40 36

Special Top Top Top 10+ 45 40

Sukhoi Su-2 Ground Attack Aircraft Payload* 4x 7.62mm ShKAS 4x 100kg Bombs 10x 25kg Rockets Features Defensive AA: 1 Interceptor AA: 0

Weapon Type Range ROF AP 4x 7.62mm LMG LMG 4* 1 Main Gun Penetration D10 <2 2 3 4 5 6 7.62mm LMG 1 3 4 5 7 8 *Strafes with a total of 8 shots of 7.62mm at a single target.

MM -2 7 9

DM -3 8 10 9 12

Special Top 10+ 13

Petylyakov Pe-2 Ground Attack Aircraft Payload* 2x 7.62mm ShKAS 2x 500 kg Bombs 4x 250kg Bombs 10x 100kg Bombs Features Defensive AA: 2 Interceptor AA: 0

S *Choose one Bomb or Rocket load only. Weapon Type Range ROF AP 2x 7.62mm LMG LMG 4* 1 Main Gun Penetration D10 <2 2 3 4 5 6 7.62mm LMG 1 3 4 5 7 8 *Strafes with a total of 4 shots of 7.62mm at a single target.

MM -2 7 9 -

DM -3 8 10 9 12 -

Special Top 10+ 13 -

Tupolev Tu-2 S S W D High Altitude Bomber/Ground Attack Aircraft (sometimes used in the Ground Attack role) Payload* *Choose one Bomb or Rocket load only. 2x 20mm ShVAK Weapon Type Range ROF AP MM DM Special 4x 750kg Bombs 2x 20mm ShVAK AT 1 1 -1 -2 Top 6x 500 kg Bombs Main Gun Penetration 12x 250kg Bombs D10 <2 2 3 4 5 6 7 8 9 10+ Features 20mm ShVAK 4 8 12 16 20 24 28 32 36 40 Defensive AA: 2 Interceptor AA: 0 Aircraft does not Strafe. Cannons can be fired per rules at ground targets (in GA role).

Tupolev TB-3 Type 1936 High Altitude Bomber Payload* *Choose one Bomb or Rocket load only. 8x 750kg Bombs Weapon Type Range 12x 500 kg Bombs NA 20x 250kg Bombs Main Gun Penetration Features D10 <2 2 3 Defensive AA: 4 NA Interceptor AA: 0

ROF 4 5 -

AP 6 -

MM 7 -

DM 8 9 -

Special 10+ -

41

Tupolev TB-3 Transport Air Transport Payload Weapon Type NA Features Main Gun Penetration Defensive AA: 3 D10 <2 2 Interceptor AA: 0 NA -

Range -

ROF -

AP -

MM 7 -

DM 8 9 -

Special 10+ -

3 4 5 6 Can carry 50 Paratroopers.

42

VII. simple Scenarios


Scenario #1: CarWarsk! The summer sky is clear and bright, the birds are singing, the leaves are rustling what a day for daisy picking, cow milking, and reconnaissance in force! Out on their Sunday drive, lead elements of your tank brigade run into opponents in kind. This is not a specific historical action, though it does represent a realistic situation. Supported recon units meet and engage. For players less familiar with vehicle rules, this is a good game to run. An all vehicle event on a long open board should encourage movement.

Forces: Soviet 1st Turn: 2nd Turn:

2x BA10 (early 45mm) 1x BT-7a 3x BT-7 (early 45mm)

German 1st Turn: 2nd Turn:

1x Pz II C 2x SdKfz 222 2x Pz II C 2x Pz III G (3.7cm)

Rules: Set up a 4x6 table with limited terrain. A pair of hills, some woods, maybe some fields. A road running length wise is appropriate. Players will begin with all vehicles off board, and will be fighting length wise. Whoever loses initiative the first turn brings on one vehicle from their edge (short end), any speed, all actions possible as normal (ie a vehicle arriving at Slow speed could still Fire its Main Gun). Alternate until all 1st turn vehicles are on the board. On the 2nd Turn, the 2nd Turn vehicles must be brought on, but you may Activate your on board and off board units in whatever order you like, continuing to alternate between players as normal. Game lasts 7 turns. Whichever side Controls 2 or more Victory Locations at the end of the game is the winner. If neither does, the game is a draw. Until the release of the DH/C7B German supplement, the German vehicles used here will be available for free on the Iron Ivan Yahoo Group site. This simple scenario format can be used with a variety of nations and vehicles, even increasing forces, but the focus should remain on light vehicles and recon units. This should be a relatively even battle.

43

Scenario #2: Checkerboard: The Soviets displayed deficiencies in the early war. But they were also to demonstrate their ability to adapt. One area they were to prove themselves proficient in time and again was in Anti Tank defenses. Using simple (but effective) methods, including pre-constructed pillboxes and obstacles, they channeled German armor into locations into which the Soviets would pour murderous Fire. They skillfully combined hard hitting ATGs with fast firing ATRs. Throw in a little Maxim HMG covering Fire to keep pesky Panzer Grenadiers away and you have yourself a Checkerboard defense.

Forces: Soviet Command Section 2x Rifle Squads 2x 45mmL66 ATG (early 45) 3x Maxim HMG Teams 6x PTRD ATR Teams

German Command Section in SdKfz 251/10 2x PzGr Squads in SdKfz 251/1 2x Pz II C 2x Pz III G (3.7cm)

Rules: The Soviets are arranged along three sides of the table, facing the Germans who deploy in the middle of the fourth side (1 each side of the road and 2 in) receive three medium cover entrenchments spread on the three sides. Each can protect a single team or section. The building should be considered a medium structure. Spread the Soviet units in a pattern like above (but not exactly as shown, it is simply demonstrative). The Germans arrange themselves however they desire within their zone, and may start with infantry loaded or unloaded. The Soviets get choice of Initiative on the first turn automatically. On following turns roll as normal. This scenario may use either Early or Late War Soviet stats, but this should be considered a fight in early 1942. The Germans should be equipped with MG34s, not MG42s. The game lasts 6 turns. Whoever controls the Victory Location at the end of the Game wins. Note that it is intentional that the Germans are forced through a relatively open area, and that the Soviets are taking cover in an open box shape. If the Soviets can effectively neutralize the German vehicles, they should be able to win. If the Germans are able to destroy the ATGs with their tanks and suppress the ATRs with their infantry, they should be able to win. This scenario can be used with other force lists. The German tanks listed here can be found on the Iron Ivan Yahoo Group site until release of the German supplement.

44

Scenario #3: To Be Or Not To Be: City fights are ugly, brutal affairs. The built up areas, dense cover, and unexpected zones of fire create a situation in which most of the advantages of a better armed or trained platoon are nullified. Quick reflexes and spatial awareness count for more than any weapon. It becomes a deathtrap for man and machine. You will find it impossible to unhinge defenders without direct armor support you will find it impossible to keep your armor alive inside of a city impossible. No where did this description prove itself truer than in the fight for the capital of Nazi Germany: Berlin. The Soviets pushed through hellish German fire, combating the last remnants of once elite units mixed with old men and Panzer Faust wielding children. The question of survival of the Thousand Year Reich had already been answered, but there remained the personal question for every soldier still alive in this Armageddon to be or not to be?

Forces: Soviet 1x Motor Rifle Command Section 3x Motor Rifle Squads (include PPsHs) 2x SG43 HMG Teams 2x T34/85

German 1x Command Section 2x Grenadier Squads (MG42, 1 PzF each squad) 1x MG42 HMG with Tripwire 1x Immobilized Pz IV H/J with Tripwire

Rules: The terrain does not have to match the example shown above, but it should reflect a heavily damaged city. Most of the ruined buildings should be considered medium cover, but there should also be piles of rubble counting as either light or medium cover. There should be a large (two tank wide) road, and several smaller (one tank wide) roads. You may partially block the smaller roads with rubble, but the vehicles may cross rubble piles as if they were Light Wrecks. The Germans deploy up to 24 onto the board except the immobilized Pz IV and HMG42. Secretly record their locations and also record their Tripwires (see Iron Ivan Yahoo Group for this optional rule). The Soviets then deploy up to 12 onto the board. The German player now shows and places his Pz IV and HMG42. The Pz IV must be placed at the board edge on a road, not inside of a building. Roll for Initiative as normal. The game lasts 6 turns. Whoever controls 2 or more Victory Locations at the end wins the game. Note, the Pz IV does not have a penetrating hit against it. Though immobilized, the turret can still traverse. The German forces listed above can be found in the DH/C7B main rule book. After the release of the German supplement, try this scenario using Volk Sturm or Hitler Youth instead of late war Grenadiers. This should be a difficult scenario for the Soviets as they do not have a very large superiority in numbers. If the T34/85s can be brought to bear as support they will likely win.

45

VIII. Optional Rules


Optional Rules: These are presented to help provide either more historical accuracy or Soviet flavor or both. They are not presented as normal rules because they tend to interrupt play or add complication to what is a smooth fast flowing WWII system. All of us as players want to be able to add the details we like, so here are some that you should take a look at. Remember to consult your gaming group, and pick and choose the options you want for you games after all, it is your table. Late War Bazooka: The Soviets did receive some Lend Lease Bazookas. This should be allowed. Bazooka Team: # Type 1 Corporal 1 Private Upgrade Private to PPsH

ACC 5 5

CC 6 6

GUTS Equipment 7 Bazooka, Tokarev 6 Mosin Nagant

Points: 34

+5 points

The Vodka Rule, aka Liquid Courage: It is absolutely no myth that Soviet troops sometimes entered combat completely drunk. They were not the only ones, but it did occur frequently. This added a degree of bravery to their efforts, but also caused impairment to some of their actions. To simulate the extensive use of Vodka, your entire platoon (including all support, except vehicle crews, off board artillery, and aircraft) may enter the game drunk. This should occur in games where the Soviets are assaulting, or are in a meeting engagement. It is less likely to be employed in defense. This must be decided prior to play (and I would suggest informing your opponent of this beforehand). Drunken sections and teams have their Guts rating raised by +2 (this would for example take a Guards officer to 12). Bear in mind a 10 still will always fail, and modifiers are still applied. The bad news is that all ACC scores are dropped by 1. If because of this drunk units need less than a 1 to score a hit, use the rules for reinforced cover. Snap Fire from drunken units will always have an ACC of 1, never 2. Close Combat is not affected. Drunken engineer units may not clear mines or create paths. Drunken AA crews may not engage enemy aircraft.

Linked Arms, aka Urrahh!!!: In the Early War especially, it was not unknown for Soviet troops to link arms and charge at the Germans in a massed formation. This was ultimately futile, but was done to keep poorly motivated troops going forward. If you choose to use this rule, create relatively open table tops with the Soviets assaulting, not defending or in a meeting engagement. All Soviet squads (all sections) are formed into a mass or line, bases of models touching. Company and Regimental Support Teams do not have to be included. Command does have to be included. The mass or line of infantry activates as one unit, and can perform only one action while in a Linked Arms formation: Run. They may only Run 9 forward. While in this formation they gain no benefit from any cover (but weather and smoke would still apply) but count as having their Guts score +2. They may not move through woods or buildings. They may cross linear obstacles. Individual units are still selected as targets, and make Guts tests independently. Any unit that becomes Pinned falls out and may not return to the formation (though may still Rally and operate as normal). At any Activation, a single unit may be selected to fall out of the formation and may begin to act normally, starting that turn. Note that the entire mass may not Charge together, a unit would make a Guts check (with the +2 modifier if beginning in Linked Arms formation) then exit the formation by itself (it may of course drag in a unit for support as normal).

Limited Smoke: Depending on source the Soviets either did not issue smoke, or issued small quantities. You may decide to not allow your Soviets to use any smoke. Or you may apply a -2 modifier to Create Smoke rolls for all your units, cumulative with other modifiers, to simulate limited smoke rounds. Of course you may allow your Soviets to employ smoke as normal

46

In the Soviet army, it takes more courage to retreat than to advance. Joseph Stalin. Commissars and Blocking MGs: This seems to be everyones favorite Soviet flavor. Your Political Officers are Commissars. The Commissar may remain with the Command Section, or attach himself to any other unit in the platoon structure. Any time the unit a Commissar is associated with fails a Guts test the Commissar executes the highest ranking member of the unit, and the Guts check is considered automatically passed. As this tends to get over used, you may limit this to the first failed Guts test only. Blocking MGs can either be Regimental Support MGs under the direct command of your Commissar, or the MGs under the command of NKVD troops. When Activated, they may take action as normal, or they may attempt to inspire flagging morale. They may choose to Fire at any Pinned friendly unit that is in LOS to and range. They must Fire as normal, inflicting hits and casualties as normal. Whether they produce casualties or not, the unit Fired at must make a Guts test with normal modifiers. If the unit passes this test, remove all Pinned counters from them. If they fail the test, there is no change in status. By extension, you may even allow NKVD squads to apply this rule. Once again, keep an eye for balance, if overdone or misused this rule could become problematic. Keep in mind that these actions are historically accurate. Also keep in mind that they did not work consistently, and in reality sometimes killed many good Soviet soldiers for apparently no gain.

Cavalry Troop: The Soviets employed many cavalry formations. See below for an explanation of why they are listed here under Optional Rules. Though certainly vulnerable in open combat, there continued to be situations in which horse mounted infantry could be useful. They will typically be equipped only with rifles, possible sabers, and hand grenades, and would not even be equipped with DP LMGs. Many would be equipped with the M1938 Carbine instead of the full sized Mosin Nagant. A full Troop would be a single command section and 2-4 squads. They may be irregular, Guts Scale 8 (or even 7!), or regular, Guts Scale 9. The list below displays regular cavalry, Guts Scale 9. Cavalry Command Section: # Type ACC CC 1 Lieutenant 5 6 1 Staff Sergeant 5 6 1 Messenger 5 6 Upgrade any model to M1938 Rifle Upgrade any model to PPsH SMG

GUTS 9 8 5

Equipment Pistol, Saber Pistol, Saber Pistol, Saber

Points: 14

+5 points each +10 points each

Cavalry Squad: 1st Section: # Type 1 Sergeant 5 Privates

ACC 5 5

CC 6 6

GUTS Equipment 7 M1938, Saber 5 M1938, Saber

Points: 108

2nd Section: # Type ACC CC 1 Cpl 5 6 5 Privates 5 6 Upgrade any Sgt/Cpl to PPsH SMG

GUTS Equipment 6 M1938, Saber 5 M1938, Saber +5 points each

The points shown reflect the value of these units whether they begin the game mounted or dismounted. They can be deployed either way at the beginning of the game. Note that the Cavalry Regiments would have HMG platoons, which could only fight dismounted. Use the Late War Motor Rifle HMG teams to represent these. You may allow the use of the same Regimental Support Artillery options, purchasing Trucks as transports for them. If it is model appropriate, you may even allow cavalry to have more SMGs assigned, at a cost lf +5 points each. The following is a short explanation of how to use cavalry.

47

Note: Modified Cavalry rules may be available at a later time. These types of platoons have not seen as much play testing as they need. Cavalry should always be allowed for Soviet use, do not consider the Cavalry itself to be Optional, but make sure to find any Cavalry rules updates in the future. Here is a synopsis for running Mounted Cavalry in your games: Movement: 10 Maneuver, 20 Run. Cavalry may not Sneak. Unless stationary, they fire ROF, Range. This speed is generous in a 25mm game, but in 15mm, reduce it as for infantry (ie, do NOT keep speed in inches like for vehicles). May not enter Buildings, Bunkers, or Ruins while mounted. Close Combat: CC is +2 if Mounted Cavalry initiate the melee. Also, Guts check for Charging is at +2 always. Mounted Cavalry may not Charge an enemy in Buildings, Bunkers, or Ruins. Cover: Whether in the Open, Concealment, or in Soft Cover, -1 ACC to Fire at. Mount offers some protection, but is overall easier to see and target. In Medium Cover (including behind a Hedge or Wall) -2 ACC. Weather, Smoke, Night modifiers as normal. Linear Obstacle modifiers as normal. Support Guns do NOT get their Support gun bonus against Mounted Cavalry. Dismounting: This takes full Activation, one Private from each of the 2 sections becomes a handler, and then the rest of the models may function as standard infantry for the rest of the game.

Women, Children, and Old Men: This is a completely politically incorrect optional rule. Be warned. The enormous drains on Soviet manpower prompted them to begin using women to fill military roles wherever possible. Many positions, including some combat roles such as Snipers and Tank Crew, were ones in which women could and did perform well. However, women do tend to be smaller and physically weaker than men. On the table below an adjusted womens chart for stats is shown. Many children were also called up, or part of Partisan groups. More so than women, the very young also have their limitations. The elderly fought for the Rodina too. They are shown below, along with the infirm (walking wounded). Optional Troop Types: Type ACC CC Woman 5 5 Child 4 3 Elderly 4 4 Infirm 4 5

GUTS Same -1 -1 -1

Equipment Same No Heavy Class or above artillery crew Same Same

You may decide to incorporate these stat lines for some scenarios, or associated with particular models. You may of course to continue to use the normal statistics across the board for all models.

Sniper Squads: The Soviets unlike other nations would be willing to employ Snipers in force. This would include multiple Sniper Teams, and even Sniper Squads. These Sniper Squads in reality would essentially operate like Recon Teams. By agreement, you can create this type of force simply by using the listings for Snipers and Recon Teams. As a further ability, you may choose to allow each Recon Team to purchase Engineer Explosives for +25 points each Team, except that they can not take Dog Mines. Soviet Snipers were frequently not trained in marksmanship and camouflage alone, but also in stealth, demolitions and commando style tactics. Top it off with a Command Team.

48

IX: End Notes


Soviet Communications: This is a primary source of failure for Soviet forces, the inability to effectively communicate. The following is just a suggestion. To represent the poor quality of Soviet communications, you will notice that there are no Forward Observation Teams, and the Recon units are not given a Radio option. This means that Soviet artillery will never have an ACC of 4, and can only have an ACC of 3 if the unit itself has a LOS to the target, or a radio equipped command unit does. Soviet artillery should not be allowed to spot for each other. Soviet ATR Teams: Astute gamers will notice that Soviet PTRD/S ATRs have a slightly higher AT value than expected. These crews were trained to aim for view ports, weak spots, and drive mechanisms. Combine this with very accurate rifles, and you have the most lethal ATRs in the game. Rather than create special rules for PTRD/S ability, I have simply given them a boost to their AT scores. That is why the KPVT has less armor penetration, even though it is also a 14.5mm weapon. Note that while the PTRD came into existence in late 1941 (Nov or Dec), it is not until 1942 that it begins to be seen in large numbers. These weapons continued to be employed in large numbers for the rest of the war. The PTRS is a semi-automatic version, one that does not work any different for game purposes. Other Small Arms: The Soviets used primarily two pistols, the M1895 Nagant revolver and the newer TT-33 Tokarev semi-automatic pistol. Both have the same stats for game purposes. The Soviets began to field the PPD SMG early and that evolved into the PPsH-41 (the one most people think of) which in turn became the lighter slimmer PPsH-43. All function the same for game purposes, and in truth are solid, reliable weapons. The Mosin Nagant, in its M1891 and M1930 main variants, as well as its M1907, M1938 and M1944 Carbine variants, is a strong rifle, delivering a powerful strike accurately. The Tokarev SVT and Simonov semi-automatic rifles were poor designs. They did not perform well, and so are treated the same as bolt action rifles. You may alternatively attempt to use them as semi-autos for your games (use M-1 Garand stats and rules). The DP LMG is generally reliable if a bit heavy for its capability, and its limited magazine capacity (as opposed to a belt fed weapon). The Maxim HMG worked in WWI and still worked in WWII including its newer forms in other nations. The Soviets mounted theirs on a cumbersome wheeled carriage. Also, theirs were old and had been heavily used, which is why their ROF is 4 and not 5. Better replacements were to arrive in the forms of the SG43, and also the true HMG DsHK and KPVT. Rifle grenades have not been listed in the platoon lists though stats have been provided for them. They would cost +0 points (for a rifle equipped model) for HE only, no more than one per squad. The problem is that though they seemed to have them, I have never seen a photo of one in use, never seen a miniature made carrying one, and really am not sure of their employment. Notes on Armor and AT Ability: I talk about this at the beginning of the Coffin for Seven Brothers section of the main rulebook. There are endless sources, and very few of them agree totally. Also, I have seen in some game translations that all armor tends to be treated the same, and that all penetration is treated the same. This is simply not true, and for the systems out there also trying to display the essential randomness of hits and penetration, I commend you. It is not easy. Quality of steel, face hardened, bolted, welded, cast, thickness, vertical deflection, horizontal deflection AT round is too fast, too slow, too fragile, penetrates too quickly, varies from gun to gun and from batch to batch. For the Soviets specifically, their criteria for testing penetration was different than that of the West, meaning that their gun and round combinations performed better than the data might predict. This of course is balanced (washed) by the fact that their normal production ammo was poor, so performed closer to what the data suggested. The vehicles previously shown in DH/C7B continue to be valid until a newer version becomes available. There should not be substantial changes in newer versions (in German and American supplements), but there are likely to be some minor ones. The Soviet guns and vehicles listed in Urrahh! reflect the most up to date method of calculating vehicle and gun data for DH/C7B. This method will be the method that is used for all other supplements (that is not to say there wont be cosmetic changes with font size and the like). As already stated, the vehicles already out there remain completely valid and compatible unless an updated version becomes available. The bottom line is that the data do represent real information, and any changes made have been made only to make the vehicles as accurate as possible within the rules.

49

Motor Rifle Battalion Formation: This is a simple (no points, approx number of men) break down of a Soviet Motor Rifle Battalion (Late War or transitional period): Battalion HQ, @ 20 men Logistics Unit, @ 50 men Medical Team, @ 5 men Battalion Mortar Company Mrt Co HQ, @ 5 men 6x 82mm Mortars ATR Company ATR Co HQ, @ 5 men 18x PTRD/S ATG Battery ATG Battery HQ, @ 5 men 4x 45mm ATG SMG Company (or 2 or 3 SMG Companies) SMG Co HQ, @ 5 men 3x SMG Platoons 2x Rifle Companies (or 1 or 0 Rifle Companies) Rifle Co HQ, @ 5 men each HMG Platoon MG Platoon HQ, @ 5 men each 2x HMG each 3x Rifle Platoons Total number of men is from 400-600, depending on date and organization type. Medium or Light Tank Battalion: This is a simple (no points) break down of a Medium or Light Tank Battalion: Battalion HQ, 1 Tank 3x Tank Companies Company HQ, 1 Tank 3x Tank Platoons 3x Tanks Total of 31 Medium or Light tanks. The Soviets used mixed formation at some times during the war, but tried to make the battalions homogenous when possible (ideal for logistics, movement, training, etc.). Heavy Tank Company: This is a simple (no points) break down of a Heavy Tank Company: Company HQ, 1 Heavy Tank 2x Heavy Tank Platoons 2x Heavy Tanks Total of 5 Heavy Tanks. JS-IIs were generally only committed by full Regiments, but your battle may only represent a slice of a bigger fight, in which case 5 JS-IIs would be completely appropriate. Also, the Heavy Tank company can be applied to T-35s, sometimes T-28s, and sometimes KV series vehicles. I am unsure if KV series tanks can be deployed in the same way as Medium Tank companies, or can only be fielded as Heavy Tank companies. 1946, or, Patton Was Right: There always existed the possibility of open fighting between the West and the Soviets, and some leaders on both sides (Patton included) actively wanted this. As I said the Soviets in 1945 were formidable, and there is no doubt they would have willingly kept on fighting for a while. Soviet production was very good at this time, but America had just started to flex her industrial might, and the US had not lost 20 million. Throw in the staunch anti-communist Churchill and De Gaulle (and maybe some ex-Wehrmacht), and the West was certainly capable of fighting too. The question would have been American public resolve to fight the Soviets (with many, many more American dead) balanced against the losses the Soviets had already suffered. How many more men could Stalin really have called up? Who was left? It is hard to find Soviet men of that era who did not fight all of them had been put into uniform. The question was never answered, but for war gamers the What If? of 1946 remains another point of interest

50

Why and How I play Soviets: I began playing Soviets because most people I knew wanted to play Germans on the East Front. I started running them and found out that I enjoyed it. At the platoon level, they can operate well (in the Late War anyway), and are fully capable of winning battles. It is only at a larger scale that the deficiencies really begin to spread. Lack of communication, sluggish response, tactical inflexibility. However, at the platoon or company level, that does not matter as much. I dont run my Soviets like mindless bullet stoppers. I use them aggressively, and am willing to accept casualties to achieve goals, but I try to use them intelligently. I try not to get involved in fights for fire superiority, because I will lose that almost every time. I try to use maneuver to unhinge German positions, because up close the Germans arent any better than my Soviets. I field PTRD ATR teams every game, and will employ Maxim teams over mortars, even though the mortars can sometimes be more useful. My indirect artillery goes after German ATGs, other artillery, and infantry in buildings, in that order. As a last resort, when things start going bad, I begin to shout Urrahh! Urrahh! UURRRAAHHH!! and throw in everyone. Credits: I am not an expert. There are so many layers of details that I can not even begin to encompass them all, but I have gone out and looked for good sources where I could find them. And there are a lot. One of the problems I discovered after decades of interest and reading, and over three years of game designing, I have trouble saying where I first learned some information, or where I got a specific set of data. Some of the data I have I have not been able to relocate the original source, or find other sources to re-verify it with. But I am still using it. I apologize to the authors out there that I am not mentioning here, any failure to properly acknowledge a source is not deliberate. The following is a list of sources which may be for data, background information, or other important components that helped in the creation of Urrah!, or might be of interest to others of you out there. Blood, Tears, and Folly Deighton, Jonathon Cape, 1993. Combat Aircraft of World War II, Technical Directory of the Warplanes of 1939-1945 Gunston, Bookthrift Publication, 1978. The Encyclopedia of Tanks and Armored Fighting Vehicles - The Comprehensive Guide to Over 900 Armored Fighting Vehicles From 1915 to the Present Day Foss, 2002. The Rise and Fall of the Third Reich Shirer, Simon and Schuster, 1960. The Last Battle by Cornelius Ryan, Simon and Schuster, 1966. T-34 Medium Tank 1941-1945 Zaloga, Osprey, 1994. T-34/85 Medium Tank 1944-1994 Zaloga, Osprey, 1996. The Red Army of the Great Patriotic War Zaloga, Osprey, 1989. Gary Kennedys www.bayonetstrength.com TO&Es Old Timers www.autogallery.org.ru/oldt.htm Soviet Trucks www.russianwarrior.com Soviet Military Oliver Missings www.o5m6.de/ Lots of excellent images of Lend Lease Trucks Future plans: There is more planned for Disposable Heroes and Coffin for Seven Brothers. It is fully intended to release platoon lists for all of the major belligerents of WWII and most of the vehicles used by each of these armies as well. Contact: If you have any questions, concerns, or interest in this product, please contact us at the following websites and email addresses. For more information, free lists, and more join our Yahoo Group at: IronIvan@Yahoogroups.com Chalfant Conley: chal@ironivangames.com Keith Stine: keith@ironivangames.com

Thanks for playing, and happy gaming!

51

Links of Interest:
U U

Crusader Miniatures: www.crusaderminiatures.com. Excellent 28mm WWII miniatures. ArtizanDesigns Miniatures: www.artizandesigns.com. Excellent 28mm WWII miniatures.
Brigade Games: www.brigadegames.com. The best online retailer in the U.S. North Star: www.northstarfigures.com. The best online retailer in the UK. The Miniatures Page [TMP]: www.theminiaturespage.com. A complete wargaming web resource.

Historical Miniature Gaming Society (HMGS East): www.hmgs.org. Support wargaming.

52

También podría gustarte