1000p USA Africa

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

1943 - Rommel's Defeat

United States North Africa 1942-43 Order Dice: 10


Platoon #1
Second Lieutenant (page: 22) Regular 70
Qty Weapons Range Shots Penetration Special Rules
1 Second Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
2 Infantry (equipped as modeled) - -

Infantry Squads
Regular Infantry squad (Early/Mid) (page: 23) full strength Regular 128
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
10 Infantry with Rifle 24" 1 n/a
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
Regular Infantry squad (Early/Mid) (page: 23) full strength Regular 128
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
10 Infantry with Rifle 24" 1 n/a
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a

Infantry
Regular Infantry squad (Early/Mid) (page: 23) full strength Regular 128
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
10 Infantry with Rifle 24" 1 n/a
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a

Machine Gun
Medium Machine Gun team (page: 26) Regular 50
Qty Weapons Range Shots Penetration Special Rules
1 Medium Machine gun team 36" 5 n/a Team (3 men), Fixed

Mortar
Light Mortar team (page: 28) Regular 40
Qty Weapons Range Shots Penetration Special Rules
1 Light Mortar team 12"-24" 1 HE Team (3 men), Indirect fire, HE
(1")

Anti-tank
Bazooka team (page: 28) Regular 60
Qty Weapons Range Shots Penetration Special Rules
1 Bazooka team 24" 1 +5 Team (2 men), Shaped Charge

Artillery
37mm Anti-tank Gun M3 (page: 33) Regular 50
Qty Weapons Range Shots Penetration Special Rules
1 37mm Anti-tank Gun M3 48" 1 +4 Team (3 men), Gun shield, Fixed,
HE (1")

Tanks and SP Guns


M4A1 Sherman 75mm medium tank (page: Regular 230
39)
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 M4A1 Sherman 75mm medium tank Tracked - 9+ (75mm) HE (2")
Turret-mounted medium anti-tank gun 60" 1 +5 HE (2"), Gyro-stabiliser (Veterans
only)
Co-axial MMG 36" 5 n/a
Forward facing hull-mounted MMG 36" 5 n/a Front arc
Pintle-mounted HMG 36" 3 +1 Flak, 360 degree arc

Transports
M3 half-track (page: 50) Regular 114
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 M3 half-track Half-track up to 12 7+ Open-topped
Pintle-mounted HMG 36" 3 +1 Flak, 360 degree arc
Tow: any anti-tank or anti-aircraft gun, light or medium howitzer
Left pintle-mounted MMG 36" 5 n/a Flak, Left arc
Platoon Points: 998

Special Rules
Open-topped
(p118) Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-
topped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-skins.
If hit by indirect fire then add +1 to the damage result roll. Note that all hits upon the upper surface of armoured
vehicles count +1 penetration regardless of whether the target is open or not - so open-topped armoured vehicles
suffer a double penalty: +1 penetration and +1 damage result
Shaped Charge
(p73) Never suffer the -1 penetration modifier for firing at long range.
Team (2 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Team (3 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
HE (1")
(p68) PEN: +1, PIN: D2 (D3 if in building) - Infantry and artillery can go down to halve the hits taken
HE (2")
(p68) PEN: +2, PIN: D3 (D6 if in building) - Infantry and artillery can go down to halve the hits taken
Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an
assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against
infantry or artillery, it can immediately make a second damage roll.
Indirect fire
(p71)
Gyro-stabiliser (Veterans only)
Weapon does not suffer the -1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not apply to
vehicles with Inexperienced or Regular crew, nor does it apply to any co-axial machine gun.
(75mm) HE (2")
Instead of using the 1" template, use the 2" template (75mm gun tanks)
Gun shield
(p95) The die roll an enemy requires to score damage from the front arc of the gun is increased by +1. The die roll is
modified by the penetration value of the weapon in the usual way. Hits from HE (both direct and indirect), flame
throwers, and close quarters attacks ignore the gun shield rule.
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
(p66) When given Advance order, fixed weapons can rotate on the spot suffering a -1 to-hit penalty. Non-artillery
Fixed can move normal 12" when given Run order.

You might also like