Red Army Tankovy Batalon (also includes Medium and Light ...gajominis.com/rules/FOW Cards Barbarossa...
Transcript of Red Army Tankovy Batalon (also includes Medium and Light ...gajominis.com/rules/FOW Cards Barbarossa...
Red Army Tankovy Batalon
(also includes Medium and Light Batalons)
Red Army Tankovy Battalion HQ
Tank Formation * Hen & Chicks
Range Halted Moving AT FP Notes
76mm F-34 [obr41] 32” 2 1 9 3+
76mm L-11 [obr40] 24” 2 1 8 3+
MGs 16” 4 4 2 6
Red Army Tankovy Battalion HQ
Tankovy Battalion HQ
1x T-34 obr41 300 pts
1x T-34 obr40 215 pts
Upgrade T-34obr41:
Lt Samokhin +125pts
Special Rules
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Samokhin/ Telling Fire – may re-roll any failed
to hit rolls with his main gun
Samokhin/ Spearhead – when placed during
deployment may immediately move at tactical or
dash, remaining >16” from unconcealed enemy,
enemy deployment area or objective outside
your deployment area; or within 8” of any enemy
team. The area within 8” of the spearhead team
is now part of your deployment area.
Formation:1x Battalion HQ 1-2x Tankovy, Lt Tankovy or Med Tk co
1x Tankovy company 0-1 Flame Tankovy company
0-1 Scout Tankovy company 0-1 Anti-Aircraft MG platoon
0-1 SP Gun battery
Confident 4+Hit on 2+
Motivation
Conscript 5+
SkillFront 6
Side 5
Top 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 2+
Red Army Tankovy Company
Tank Unit * Hen & Chicks
Red Army Tankovy Company
Special Rules
Confident 4+Hit on 2+
Front 6
Side 5
Top 1
Motivation
Conscript 5+
Skill
Armor
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Tankovy Co
10x T-34 obr40 2830 pts
9x T-34 obr40 2410 pts
8x T-34 obr40 2025 pts
7x T-34 obr40 1675 pts
6x T-34 obr40 1360 pts
5x T-34 obr40 1075 pts
4x T-34 obr40 860 pts
3x T-34 obr40 645 pts
2x T-34 obr40 430 pts
Replace any tanks:
T-34 obr41 +85 pts ea
Replace 0-3 tanks:
T-34/57 obr41 +105 pts ea
Range Halted Moving AT FP Notes
76mm F-34 [obr41] 32” 2 1 9 3+
76mm L-11 [obr40] 24” 2 1 8 3+
57mm ZIS-4 32” 2 1 11 4+
MGs 16” 4 4 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 2+
Red Army Medium Tankovy Bn HQ
Red Army Medium Tankovy Bn HQ
Md Tankovy Battalion HQ
1x T-28E 110 pts
1x T-28 obr38 105 pts
1x T-28 obr33 60 pts
Upgrade any T-28E or T-28 obr38
tank with AAMG +5 pts ea
Special Rules
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Formation:1x Battalion HQ 0-1x Tankovy or Medium Tankovy co
2x Medium Tankovy company 0-1 Flame or Scout Tankovy company
0-1 Anti-Aircraft MG platoon 0-1 SP Gun battery
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Range Halted Moving AT FP Notes
76mm obr37 [obr33] 16” 2 1 5 3+
76 L-10 [obr38, E] 24” 2 1 7 3+
MGs 16” 7 7 2 6 2x deck turrets
Tactical Terrain Dash Xcountry Dash Road Dash Cross
T-28 10” 12” 16” 18” 2+
T-28E 8” 12” 12” 13” 2+
T-28 T-28E
Front 3 4
Side 2 3
Top 2 2
Armor
Tank Formation * Hen & Chicks
Red Army Medium Tankovy Company
Tank Unit * Hen & Chicks *
Turret Rear MG
Red Army Medium Tankovy Company
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Deck Turret MGs – weapons in deck turrets
have all around field of fire, except where
blocked by the vehicle’s superstructure. Ignore
deck turret facing when determining if shots hit
front or side armor.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Medium Tankovy Co
10x T-28 obr33 810 pts
9x T-28 obr33 680 pts
8x T-28 obr33 570 pts
7x T-28 obr33 465 pts
6x T-28 obr33 370 pts
5x T-28 obr33 290 pts
4x T-28 obr33 235 pts
Replace any tanks:
T-28 obr38 +45 pts ea
Replace 0- ½ tanks:
T-28E +50 pts ea
Upgrade any T-28E or T-28 obr38
tank with AAMG +5 pts ea
Range Halted Moving AT FP Notes
76mm obr37 [obr33] 16” 2 1 5 3+
76 L-10 [obr38, E] 24” 2 1 7 3+
MGs 16” 7 7 2 6 2x deck turrets
Tactical Terrain Dash Xcountry Dash Road Dash Cross
T-28 10” 12” 16” 18” 2+
T-28E 8” 12” 12” 13” 2+
T-28 T-28E
Front 3 4
Side 2 3
Top 2 2
Armor
Red Army Light Tankovy Bn HQ
Red Army Light Tankovy Bn HQ
Lt Tankovy Battalion HQ
1x T-26E 45 pts
1x T-26 obr33/39 35 pts
Upgrade any T-26E or T-26 obr39:
AAMG +5 pts ea
turret rear MG +5 pts ea
Special Rules
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Formation:1x Battalion HQ 0-1x Tankovy or Lt Tankovy (T-26) co
2x Lt Tankovy (T-26) company 0-1 Flame or Scout Tankovy company
0-1 Anti-Aircraft MG platoon 0-1 SP Gun battery
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Range Halted Moving AT FP Notes
45mm obr34 16” 2 1 7 4+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
Tactical Terrain Dash Xcountry Dash Road Dash Cross
T-26 8” 12” 12” 13” 3+
T-26E 6” 6” 6” 6” 4+
T-26 T-26E
Front 1 3
Side 1 2
Top 1 1
Armor
Tank Formation * Hen & Chicks
Red Army Light Tankovy Company – T-26
Tank Unit * Hen & Chicks
Red Army Light Tankovy Company – T-26
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Deck Turret MGs – weapons in deck turrets
have all around field of fire, except where
blocked by the vehicle’s superstructure. Ignore
deck turret facing when determining if shots hit
front or side armor.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Light Tankovy Co16x T-26 obr33/39 775 pts
15x T-26 obr33/39 700 pts
14x T-26 obr33/39 625 pts
13x T-26 obr33/39 560 pts
12x T-26 obr33/39 495 pts
11x T-26 obr33/39 440 pts
10x T-26 obr33/39 385 pts
9x T-26 obr33/39 335 pts
8x T-26 obr33/39 285 pts
7x T-26 obr33/39 250 pts
6x T-26 obr33/39 215 pts
5x T-26 obr33/39 180 pts
Replace 0- ½ tanks [not both]:
T-26E +10 pts ea
T-26 obr32 -10 pts ea
Upgrade any T-26E or T-26 obr39:
AAMG +5 pts ea
turret rear MG +5 pts ea
Range Halted Moving AT FP Notes
45mm obr34 16” 2 1 7 4+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
MGs [obr32] 16” 6 6 2 6 2x deck turrets
Tactical Terrain Dash Xcountry Dash Road Dash Cross
T-26 8” 12” 12” 13” 3+
T-26E 6” 6” 6” 6” 4+
T-26 T-26E
Front 1 3
Side 1 2
Top 1 1
Armor
Red Army Light Tankovy Company – BT
Red Army Light Tankovy Company – BT
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Samokhin/ Telling Fire – may re-roll any failed
to hit rolls with his main gun
Samokhin/ Spearhead – when placed during
deployment may immediately move at tactical or
dash, remaining >16” from unconcealed enemy,
enemy deployment area or objective outside
your deployment area; or within 8” of any enemy
team. The area within 8” of the spearhead team
is now part of your deployment area.
Light Tankovy Co16x BT-5 925 pts
15x BT-5 830 pts
14x BT-5 740 pts
13x BT-5 655 pts
12x BT-5 580 pts
11x BT-5 510 pts
10x BT-5 450 pts
9x BT-5 385 pts
8x BT-5 330 pts
7x BT-5 290 pts
6x BT-5 245 pts
5x BT-5 205 pts
Replace any tanks:
BT-7 +5 pts ea
Upgrade any BT-7:
AAMG +5 pts ea
turret rear MG +5 pts ea
Upgrade Unit cmd BT-7:
Lt Samokhin +40 pts
Range Halted Moving AT FP Notes
45mm obr38 24” 2 1 7 4+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
BT-5 BT-7
Front 0 1
Side 0 1
Top 1 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 3+
Tank Unit * Hen & Chicks
Red Army Light Tankovy Company – T-60
Red Army Light Tankovy Company – T-60
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Light Tankovy Co10x T-60 obr41 265 pts
9x T-60 obr41 230 pts
8x T-60 obr41 195 pts
7x T-60 obr41 165 pts
6x T-60 obr41 140 pts
5x T-60 obr41 115 pts
Range Halted Moving AT FP Notes
20mm ShVAK 16” 2 1 5 5+
MGs 16” 3 3 2 6
BT-5 BT-7
Front 0 1
Side 0 1
Top 1 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
10” 10” 16” 30” 4+
Tank Unit * Hen & Chicks
Red Army Scout Tankovy Company
Red Army Scout Tankovy Company
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Amphibious – amphibious teams treat
impassable water as difficult terrain
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Scout Tankovy Co
10x T-38 225 pts
9x T-38 195 pts
8x T-38 165 pts
7x T-38 140 pts
6x T-38 115 pts
5x T-38 90 pts
Range Halted Moving AT FP Notes
MGs 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
10” 10” 16” 30” 4+
Front 0
Side 0
Top 1
Armor
Red Army Flame Tankovy Company
Tank Unit * Hen & Chicks *
Turret Rear MG
Red Army Flame Tankovy Company
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Hits Top Armor – armored tank teams save
using their top armor, any infantry, gun or
unarmored tank team hit by a flame thrower are
automatically pinned.
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Flame Tankovy Co
10x KhT-130 305 pts
9x KhT-130 265 pts
8x KhT-130 230 pts
7x KhT-130 195 pts
6x KhT-130 160 pts
5x KhT-130 125 pts
10x KhT-26 255 pts
9x KhT-26 220 pts
8x KhT-26 190 pts
7x KhT-26 160 pts
6x KhT-26 130 pts
5x KhT-26 105 pts
Replace 0- ½ KhT-26:
KhT-130 +5 pts ea
Upgrade any KhT-130:
turret rear MG +5 pts ea
Range Halted Moving AT FP Notes
ATO obr38 FT 4” 3 3 2 1+ breakthrough gun,
[KhT-130] hits top armor
ATO obr33 FT 4” 2 2 2 1+ breakthrough gun,
[KhT-26] hits top armor
MGs 16” 3 3 2 6
Front 1
Side 1
Top 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 12” 12” 13” 3+
Tank Unit * Hen & Chicks
Red Army Self-Propelled Gun Battery – BT-7
Tank Unit * Hen & Chicks
Red Army Self-Propelled Gun Battery – BT-7
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Volley Fire – tams with volley fire that do not
move in the movement step may re-roll to hit
targets within 16”. This does not apply when
bombarding, in defensive fire, or when
conducting an ambush.
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
SP Gun Battery6x BT-7A 160 pts
3x BT-7A 80 pts
Upgrade any BT-7A:
AAMG +5 pts ea
Range Halted Moving AT FP Notes
76mm obr 27/32 16” 2 1 5 3+ volley fire
bombarding 64” ARTILLERY 1 3+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 3+
Front 1
Side 1
Top 1
Armor
Red Army Self-Propelled Gun Battery – SU-12
Unarmored Tank Unit
Red Army Self-Propelled Gun Battery – SU-12
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Volley Fire – tams with volley fire that do not
move in the movement step may re-roll to hit
targets within 16”. This does not apply when
bombarding, in defensive fire, or when
conducting an ambush.
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
SP Gun Battery6x SU-12 105 pts
3x SU-12 55 pts
Range Halted Moving AT FP Notes
76mm obr 27 16” 2 1 5 3+ volley fire
bombarding 64” ARTILLERY 1 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
Gun Shield 4+
Save
Red Army Anti-Aircraft MG Platoon
Gun Unit
Red Army Anti-Aircraft MG Platoon
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Anti-Aircraft – anti-aircraft weapons shoot with
their full ROF vs. aircraft
Portee – at the beginning of any game you may
swap out all portee tank units for the ground
version of the same weapon
AAMG Platoon:
3x DShK AA Truck 55 pts
3x Maxsim AA truck 55 ptsLt Gun 3+
Transport 5+
Save
Range Halted Moving AT FP Notes
DShK AAMG 16” 4 2 4 5+ anti-aircraft,
portee
Quad Maxsim AAMG 16” 6 3 2 6 anti-aircraft
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
Truck 8” 8” 14” 32” 5+
Red Army Heavy Tankovy Batalon
Red Army HeavyTankovy Bn HQ
Red Army Heavy Tankovy Bn HQ
Hvy Tankovy Battalion HQ
1x T-35 135 pts
Upgrade any T-35:
AAMG +5 pts ea
Special Rules
Formation:1x Battalion HQ 0-1x Tankovy or Heavy Tankovy co
2x Heavy Tankovy company 0-1 Flame or Scout Tankovy company
0-1 Anti-Aircraft MG platoon 0-1 SP Gun battery
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Range Halted Moving AT FP Notes
76mm obr27/32 16” 2 1 5 3+
45mm obr34 16” 2 1 7 4+ secondary wpn
45mm obr34 16” 2 1 7 4+ secondary wpn
MGs 16” 7 7 2 6 2x deck turret
MGs [with AAMG] 16” 8 8 2 6 Anti-aircraft MG
Front 3
Side 3
Top 2
Armor
Red Army Heavy Tankovy Company
Tank Unit * Hen & Chicks *
Turret Rear MG * Land Battleship
Red Army Heavy Tankovy Company
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Deck Turret MGs – weapons in deck turrets
have all around field of fire, except where
blocked by the vehicle’s superstructure. Ignore
deck turret facing when determining if shots hit
front or side armor.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Land Battleship – see details in special rules
- First bail out = damaged, second also bails out
- Damaged tanks cannot move but fight / shoot
- If destroyed roll 2nd firepower, damaged if fail
- Repair damage on skill test
Heavy Tankovy Co
10x T-35 1665 pts
9x T-35 1435 pts
8x T-35 1225 pts
7x T-35 1030 pts
6x T-35 850 pts
5x T-35 675 pts
4x T-35 540 pts
3x T-35 405 pts
2x T-35 270 pts
Upgrade any T-35:
AAMG +5 pts ea
Front 3
Side 3
Top 2
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 12” 12” 13” 4+
Range Halted Moving AT FP Notes
76mm obr27/32 16” 2 1 5 3+
45mm obr34 16” 2 1 7 4+ secondary wpn
45mm obr34 16” 2 1 7 4+ secondary wpn
MGs 16” 7 7 2 6 2x deck turret
MGs [with AAMG] 16” 8 8 2 6 Anti-aircraft MG
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 12” 12” 13” 4+
Tank Formation * Hen & Chicks *
Turret Rear MG * Land Battleship
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Red Army Fast Tankovy Batalon
Red Army Fast Tankovy Bn HQ
Red Army Fast Tankovy Bn HQ
Fast Tankovy Battalion HQ
1x BT-7 45 pts
1x BT-5 40 pts
Upgrade any BT-7:
AAMG +5 pts ea
turret rear MG +5 pts ea
Special Rules
Formation:1x Battalion HQ 0-1x Tankovy or Lt Tankovy (BT) co
2x Lt Tankovy (BT) company 0-1 Flame or Scout Tankovy company
0-1 Anti-Aircraft MG platoon 0-1 SP Gun battery
Confident 4+
Hit on 2+MotivationTank Formation * Hen & Chicks
Red Army Fast Tankovy Company – BT
Red Army Fast Tankovy Company – BT
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Light Tankovy Co16x BT-5 925 pts
15x BT-5 830 pts
14x BT-5 740 pts
13x BT-5 655 pts
12x BT-5 580 pts
11x BT-5 510 pts
10x BT-5 450 pts
9x BT-5 385 pts
8x BT-5 330 pts
7x BT-5 290 pts
6x BT-5 245 pts
5x BT-5 205 pts
Replace any tanks:
BT-7 +5 pts ea
Upgrade any BT-7:
AAMG +5 pts ea
turret rear MG +5 pts ea
Range Halted Moving AT FP Notes
45mm obr38 24” 2 1 7 4+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
BT-5 BT-7
Front 0 1
Side 0 1
Top 1 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 3+
Tank Unit * Hen & Chicks
Conscript 5+
Skill
Range Halted Moving AT FP Notes
45mm obr38 24” 2 1 7 4+
MGs 16” 3 3 2 6
MGs [with AAMG] 16” 4 4 2 6 Anti-aircraft MG
BT-5 BT-7
Front 0 1
Side 0 1
Top 1 1
Armor
Tactical Terrain Dash Xcountry Dash Road Dash Cross
12” 16” 22” 26” 3+
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Anti-Aircraft MG – AAMG on tank teams shoot
at ROF 1 against aircraft
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Red Army Motostrelkovy Batalon
Red Army Motostrelkovy Company
Infantry Unit
Red Army Motostrelkovy Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Rifle team 16” 1 1 2 6 slow firing
Maksim HMG team 24” 6 3 2 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
SaveSlow Firing – add 1 to the score to hit if the
team is moving or pinned down
Dual Command (Unit) – any company
commanders are both a unit commander and a
komissar team. This allows two re-rolls for
motivation test, first as a leader, then as a
komissar.
Motostrelkovy Company
Cmd Komissar team +
27 rifle team 260 pts
18 rifle team 175 pts
Add 0-2 HMG team +20 pts
Red Army Motostrelkovy Battalion HQ
Infantry Formation
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
rifle team 16” 1 1 2 6 slow firing
Komissar team 4” 1 1 1 6 slow firing
Red Army Motostrelkovy Battalion HQ
Strelkovy Battalion HQ1x rifle team
1x Bn komissar team 20 pts
Add 0-2 45mm obr37 +35 pts ea
Add 0-2 82-BM-41 +15 pts ea
Special Rules
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Dual Command (Formation) – the battalion
commander is both a formation commander and
a komissar team. This allows two re-rolls for
motivation test, first as a leader, then as a
komissar.
Formation:1x Battalion HQ 2-3x Motostrelkovy company
0-1x Motostrelkovy HMG company 0-1x Motostrelkovy Mortar company
0-1x Motostrelkovy Regimental gun or Heavy Mortar company
0-1x Anti-aircraft MG platoon
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Red Army Motostrelkovy Battalion AT Platoon
Gun Unit * Gun Shield
Red Army Motostrelkovy Battalion AT Platoon
Special Rules
Range Halted Moving AT FP Notes
45mm obr37 24” 3 1 7 4+ volley fire
Confident 4+Hit on 2+
Lt Gun 3+
Motivation
Conscript 5+Skill
SaveVolley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
HQ Attachments – teams may be combat
attached to any combat platoon. No more than
½ of the teams combat attached may be
assigned to any one unit.
Motostrelkovy Bn AT Platoon
0-2x 45mm obr 37 teams
Purchased as part of a
Motostrelkovy Battalion HQTactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
Red Army Motostrelkovy Mortar Platoon
Infantry Unit
Red Army Motostrelkovy Mortar Platoon
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
82-BM-41 team 24” 2 1 2 3+ volley fire
bombarding 40” ARTILLERY 1 4+
Fearless 3+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
SaveVolley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
HQ Attachments – teams may be combat
attached to any combat platoon. No more than
½ of the teams combat attached may be
assigned to any one unit.
Motostrelkovy Bn Mortar
Platoon
0-2x 82-BM-41 teams
Purchased as part of a
Motostrelkovy Battalion HQ
Red Army Motostrelkovy HMG Company
Infantry Unit
Red Army Motostrelkovy HMG Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Maksim HMG team 24” 6 3 2 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Motostrelkovy HMG Company
12x Maksim HMG team 190 pts
8x Maksim HMG team 155 pts
4x Maksim HMG team 90 pts
Red Army Motostrelkovy Mortar Company
Infantry Unit
Red Army Motostrelkovy Mortar Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
82-BM-41 team 24” 2 1 2 3+ volley fire
bombarding 40” ARTILLERY 1 4+
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
SaveVolley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Motostrelkovy Mortar
Company
6x 82-BM-41 team 90 pts
4 x 82-BM-41 team 65 pts
Red Army Motostrelkovy Regt Gun Company
Gun Unit * Gun Shield
Red Army Motostrelkovy Regt Gun Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Motostrelkovy Regt Gun
Company
4x 76mm obr27 team 70 pts
2x 76mm obr27 team 35 pts Lt Gun 3+
Save
Range Halted Moving AT FP Notes
76mm obr27 team 16” 2 1 5 3+ volley fire
bombarding 64” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
4” 4” 6” 8” 3+
Red Army Motostrelkovy Hvy Mortar Company
Gun Unit
Red Army Motostrelkovy Hvy Mortar Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Motostrelkovy Hvy Mortar Co
4x 120-PM-38 team 70 pts
2x 120-PM-38 team 35 ptsLt Gun 3+
Save
Range Halted Moving AT FP Notes
120-PM-38 team
bombarding 56” ARTILLERY 2 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
Red Army Strelkovy Batalon
(Rifle Division Remnants version)
Infantry Formation
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
rifle team 16” 1 1 2 6 slow firing
Komissar team 4” 1 1 1 6 slow firing
Strelkovy Battalion HQ1x rifle team
1x Bn komissar team 30 pts
Add 0-1 ATR platoon +25 pts
Add sapper platoon +100 pts
downgrade sappers to
unarmed -65 pts
add pioneer wagon +20 pts
Special Rules
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Formation:1x Battalion HQ 2-3x Strelkovy company
1x Strelkovy HMG company 0-1 Strelkovy 82mm Mortar company
0-1 Strelkovy SMG company 0-1 Strelkovy AT company
0-1 Strelkovy Regimental gun company 0-1 AAMG platoon
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Red Army Strelkovy Battalion HQ
Red Army Strelkovy Battalion HQ
Red Army Strelkovy Company
Infantry Unit * Wave Attack
Red Army Strelkovy Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Rifle team 16” 1 1 2 6 slow firing
Maksim HMG team 24” 6 3 2 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Overhead– may fire over friendly teams
Wave Attacks – in the starting step after a co is
destroyed, on a 4+ it is replaced by a fresh unit.
Combat attachments are not replaced.
It is placed closer to your deployment zone than
the cmd team of the destroyed unit, and no team
may be placed within 12” of an enemy team or
16” of an enemy scout team, ignoring
independent teams or those that dashed. The
company does not count as lost until it fails its
replacement roll.
Strelkovy Company
1 Cmd Komissar team +
27 rifle team 285 pts
18 rifle team 195 pts
Add 0-2 HMG team +20 pts
Red Army Strelkovy Battalion AT Rifle Platoon
Infantry Unit
Red Army Strelkovy Battalion AT Rifle Platoon
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Attachment – may make attachments to
Strelkovy companies
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Strelkovy Bn ATR Platoon
2x PTRD AT Rifle team
Purchased as part of a Strelkovy
BattalionTactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
PTRD AT Rifle team 16” 2 1 5 5+ tank assault 3
volley fire
Infantry 3+
Save
Red Army Strelkovy Battalion Sapper Platoon
Infantry Unit
Red Army Strelkovy Battalion Sapper Platoon
Special Rules Fearless 3+Hit on 2+
Infantry 3+
Transport 5+
Motivation
Conscript 5+Skill
SaveSlow Firing – add 1 to the score to hit if the
team is moving or pinned down
Attachment – may make attachments to
Strelkovy platoons
Pioneer Supply – unit may re-roll to dig in; in
missions with minefields it may deploy one
additional minefield or 3 barbed wire
entanglements
Strelkovy Bn Sapper Platoon
8x Pioneer rifle team
Optional pioneer supply wagon
Purchased as part of a Strelkovy
Battalion
Range Halted Moving AT FP Notes
Pioneer rifle team 16” 1 1 2 6 slow firing,
tank assault 3
Unarmed Pioneer tm - - - - - tank assault 3
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Pioneer 8” 8” 12” 12” auto
wagon 6” 6” 6” 8” 5+
Red Army Strelkovy HMG Company
Infantry Unit
Red Army Strelkovy HMG Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Maksim HMG team 24” 6 3 2 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Strelkovy HMG Company
12x Maksim HMG team 190 pts
8x Maksim HMG team 150 pts
4x Maksim HMG team 90 pts
Red Army Strelkovy SMG Company
Infantry Unit
Red Army Strelkovy SMG Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
SMG team 4” 3 3 1 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Strelkovy SMG Company
Cmd Komissar Team +
21 SMG teamn 270 pts
14 SMG team 185 pts
7 SMG team 100 pts
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Red Army Strelkovy AT Company
Gun Unit * Gun Shield
Red Army Strelkovy AT Company
Special Rules
Range Halted Moving AT FP Notes
45mm obr37 24” 3 1 7 4+ volley fire
Confident 4+Hit on 2+
Lt Gun 3+
Transport 5+
Motivation
Conscript 5+Skill
SaveVolley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base. Offers no
protection against bombardments, or if the team
moved at the dash.
Strelkovy AT Co
6x 45mm obr 37 teams 200 pts
4x 45mm obr37 teams 140 pts
2x 45mm obr37 teams 70 pts
Add transport:
1x limber per gun +5 pts
or Armored Tractor
Detachment (see Attachment)
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
limber 6” 6” 6” 8” 5+
Armoured Tractor Attachment
Armoured Tractor Attachment
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Armoured Tractor
Detachment
6x T-20 Komsomolyets 105 pts
4x T-20 Komsomolyets 75 pts
2x T-20 Komsomolyets 40 pts
Requires purchase of Strelkovy
AT Company or Strelkovy Regt
Gun Company
The number of tractors must
match the number of guns in the
Gun Company. A minimum of 4
AT guns or 2 Infantry guns is
required to purchase an Armoured
Tractor Detachment.
Range Halted Moving AT FP Notes
MG 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
10” 10” 16” 30” 4+
Tank Attachment * Hen & Chicks
* Tow Hooks
Tow Hook – tank teams with tow hooks may be
used as tractors
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Front 0
Side 0
Top 1
Armor
Red Army Strelkovy Mortar Company
Infantry Unit
Red Army Strelkovy Mortar Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
82-BM-41 team 24” 2 1 2 3+ volley fire
bombarding 40” ARTILLERY 1 4+
Lt mortar team 16” 1 1 1 4+ overhead, slow
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
SaveVolley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Attachment – may make attachments of light
mortar teams to Strelkovy companies
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Overhead– may fire over friendly teams
Strelkovy Mortar Company
8x 82-BM-41 team 110 pts
4x 82-BM-41 team 65 pts
Add Light Mortar Platoons:
8x Light mortar team +90 pts
4x Light mortar team +45 pts
Red Army Strelkovy Regt Gun Company
Gun Unit * Gun Shield
Red Army Strelkovy Regt Gun Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Strelkovy Regt Gun Company
4x 76mm obr27 team 70 pts
2x 76mm obr27 team 35 pts
Add transport:
1x limber per gun +5 pts
or Armored Tractor
Detachment (see Attachment)
Lt Gun 3+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr27 team 16” 2 1 5 3+ volley fire
bombarding 64” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
limber 6” 6” 6” 8” 5+
Red Army Kazachiy Polk
Red Army Kazachiy Company
Cavalry Unit
Red Army Kazachiy Company
Special Rules
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Rifle team 16” 1 1 2 6 slow firing
Light Mortar team 16” 1 1 1 4+ overhead
Hit on 2+
Cavalry 3+Conscript 5+Skill
Save
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Dual Command (Unit) – any company
commanders are both a unit commander and a
komissar team. This allows two re-rolls for
motivation test, first as a leader, then as a
komissar.
Overhead– may fire over friendly teams
Cavalry – add +1 to hit when moving, and heavy
weapons cannot shoot until they dismount. Gain
no concealment from flat terrain. May not roll to
hit armoured tank teams in assault. Assault
range and assault move are 6”.
Kazachiy Company
Cmd Cavalry Komissar team +
20 cavalry rifle team 245 pts
15 cavalry rifle team 185 pts
10 cavalry rifle team 130 pts
Add 0-4 Lt Mortar team +15 pts
Red Army Kazachiy Polk HQ
Cavalry Formation
Range Halted Moving AT FP Notes
rifle team 16” 1 1 2 6 slow firing
Komissar team 4” 1 1 1 6 slow firing
PTRD ATR team 16” 2 1 5 5+ volley fire, TA3
Pioneer rifle team 16” 1 1 2 6 slow firing,
tank assault 3
Red Army Kazachiy Polk HQ
Kazachiy Battalion HQ1x cavalry rifle team
1x Bn komissar cavalry
team 20 pts
Add AT Platoon: 2 cavalry
PTRD ATR team +30 pts
Add Sapper Platoon:
4x pioneer rifle team +50 pts
4x unarmed pioneer tm +15 pts
Add pioneer wagon -20 pts
Mount pioneers +10 pts
Special Rules
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Dual Command (Formation) – the battalion
commander is both a formation commander and
a komissar team. This allows two re-rolls for
motivation test, first as a leader, then as a
komissar.
Formation:1x Regiment HQ 1x Kazachiy company
1-3x Kazachiy or Dismtd Kazachiy company 0-1x Anti-aircraft MG platoon
0-1x Kazachiy Regimental gun company 0-1x Kazachiy HMG company
0-1x Kazachiy AT company
Hit on 2+
Cavalry 3+Conscript 5+Skill
Save
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Foot 8” 8” 12” 12” auto
Mtd 6” 10” 20” 20” 2+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Foot 8” 8” 12” 12” auto
Mtd 6” 10” 20” 20” 2+
Confident 4+Rally/Follow 3+
Motivation
Confident 4+Rally/Follow 3+
Motivation
Red Army Dismounted Kazachiy Company
Infantry Unit * Wave Attack
Red Army Dismounted Kazachiy Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Rifle team 16” 1 1 2 6 slow firing
Light Mortar team 16” 1 1 1 4+ overhead
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Dual Command (Unit) – any company
commanders are both a unit commander and a
komissar team. This allows two re-rolls for
motivation test, first as a leader, then as a
komissar.
Overhead– may fire over friendly teams
Kazachiy Company
1 Cmd Komissar team +
20 rifle team 195 pts
15 rifle team 150 pts
10 rifle team 100 pts
Add 0-4 Lt mortar team +10 pts
Red Army Kazachiy HMG Company
Cavalry Unit * HMG Carrier
Red Army Kazachiy HMG Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Tachanka 24” 6 3 2 6 portee
Maksim HMG team 24” 6 3 2 6
Confident 4+Rally/Follow 3+
Hit on 2+
Infantry 3+
Transport 5+
Motivation
Conscript 5+Skill
SavePortee – before the start of the game you may
swap portee tank teams with the ground
mounted version
HMG Carrier – an HMG in a HMG carrier fires
its MG as an HMG team at their full ROF of 6
and range of 24” as long as the carrier does not
move. If the carrier moves the range is reduced
to 16”, and ROF to 3. The HMG that fires cannot
dismount in the same turn, except to escape the
destruction of their vehicle.
Strelkovy HMG Company
16x Tachanka team 240 pts
12x Tachanka team 210 pts
8x Tachanka team 165 pts
4x Tachanka team 95 pts
Red Army Kazachiy Regt Gun Company
Gun Unit * Gun Shield
* Horse Artillery
Red Army Kazachiy Regt Gun Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Horse Artillery – unlike most gun teams, horse
artillery can do a blitz order
Kazachiy Regt Gun Company
4x 45mm obr37 team 140 pts
2x 45mm obr37 team 70 pts
4x 76mm obr27 team 75 pts
2x 76mm obr27 team 40 pts
Add transport:
1x limber per gun +5 pts
Lt Gun 3+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr27 team 16” 2 1 5 3+ volley fire
bombarding 64” ARTILLERY 2 4+
45mm obr37 24” 3 1 7 4+ volley fire
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
limber 6” 6” 6” 8” 5+
Red Army Kazachiy Anti-Tank Company
Gun Unit * Gun Shield
* Horse Artillery
Red Army Kazachiy Anti-Tank Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Horse Artillery – unlike most gun teams, horse
artillery can do a blitz order
Kazachiy Regt Gun Company
4x 45mm obr37 team 140 pts
2x 45mm obr37 team 70 pts
Add transport:
1x limber per gun +5 pts
Lt Gun 3+
Transport 5+
Save
Range Halted Moving AT FP Notes
45mm obr37 24” 3 1 7 4+ volley fire
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
limber 6” 6” 6” 8” 5+
Red Army Support Units
Guards Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x KV Tankovy, Hvy Tankovy or Armd Car company, or Motorized Hvy Artillery
battalion
0-1x Air Support
Red Army Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x KV Tankovy, Hvy Tankovy or Armd Car company, or Motorized Hvy Artillery
battalion
0-1x Air Support
Red Army Medium Tankovy Battalion
Support Choices
0-1x Motostrelkovy, Sapper, Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x Lt Tankovy, Fast Tankovy, KV Tankovy or Armd Car company, or Motorized
Hvy Artillery battalion
0-1x Air Support
Red Army Light Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x Fast Tankovy, Medium Tankovy, KV Tankovy, Hvy Tankovy or Armd Car
company, or Motorized Hvy Artillery battalion
0-1x Air Support
Red Army Heavy Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x Light Tankovy, Fast Tankovy, KV Tankovy or Armd Car company, or
Motorized Hvy Artillery battalion
0-1x Air Support
Red Army Fast Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x Light Tankovy, Medium Tankovy, KV Tankovy, Hvy Tankovy or Armd Car
company, or Motorized Hvy Artillery battalion
0-1x Air Support
Red Army Motostrelkovy Battalion
Support Choices
0-1x Lt Tankovy, Scout Tankovy, Tankovy, Heavy Tankovy or KV Tankovy
company
0-1x Motorized Artillery battalion
0-1x RA Lt Tankovy, RA Tankovy, RA Med Tankovy or Armd Car company, or
Gds Rocket Mortar or Motorized Hvy Artillery battalion
0-1x RA Sapper company
0-1x RA Anti-Aircraft company
0-1x Air Support
Red Army Strelkovy Battalion
Support Choices
0-1x RA or Gds Lt Tankovy, RA Scout Tankovy, RA or Gds Tankovy, RA Med
Tankovy, Heavy Tankovy , RA or Gds KV Tankovy, RA or Gds Inomarachnikiy
Tankovy, RA or Gds Hvy Inomarachnikiy Tankovy or Armd Car company, or Gds
Rocket Launcher or Motorized Hvy Artillery battalion
0-1x RA Sapper company
0-1x RA Flamethrower platoon
0-1x captured Polish Armd Train
0-1x Artillery battalion or RA Strelkovy Hvy Mortar company
0-1x SP Anti-Tank platoon, or Tank Destruction or RA Anti-Aircraft company
0-1x Air Support
Red Banner Strelkovy Battalion
Support Choices
0-1x RA or Gds Lt Tankovy, RA Scout Tankovy, RA or Gds Tankovy, RA Med
Tankovy, Heavy Tankovy , RA or Gds KV Tankovy, RA or Gds Inomarachnikiy
Tankovy, RA or Gds Hvy Inomarachnikiy Tankovy or Armd Car company, or Gds
Rocket Launcher or Motorized Hvy Artillery battalion
0-1x RA Sapper company
0-1x RA Flamethrower platoon
0-1x captured Polish Armd Train
0-1x Artillery battalion or RA Strelkovy Hvy Mortar company
0-1x SP Anti-Tank platoon, or Tank Destruction or RA Anti-Aircraft company
0-1x Air Support
Guards Strelkovy Battalion
Support Choices
0-1x RA or Gds Lt Tankovy, RA Scout Tankovy, RA or Gds Tankovy, RA Med
Tankovy, Heavy Tankovy , RA or Gds KV Tankovy, RA or Gds Inomarachnikiy
Tankovy, RA or Gds Hvy Inomarachnikiy Tankovy or Armd Car company, or Gds
Rocket Launcher or Motorized Hvy Artillery battalion
0-1x RA Sapper company
0-1x RA Flamethrower platoon
0-1x captured Polish Armd Train
0-1x Artillery battalion or RA Strelkovy Hvy Mortar company
0-1x SP Anti-Tank platoon, or Tank Destruction or RA Anti-Aircraft company
0-1x Air Support
Militia Strelkovy Battalion
Support Choices
0-1x RA or Gds Lt Tankovy, RA Scout Tankovy, RA or Gds Tankovy, RA Med
Tankovy, Heavy Tankovy , RA or Gds KV Tankovy, RA or Gds Inomarachnikiy
Tankovy, RA or Gds Hvy Inomarachnikiy Tankovy or Armd Car company, or Gds
Rocket Launcher or Motorized Hvy Artillery battalion
0-1x captured Polish Armd Train
0-1x Artillery battalion
0-1x SP Anti-Tank platoon, or Tank Destruction or Militia Anti-Aircraft company
0-1x Air Support
Guards Inomarachnikiy Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x KV Tankovy or Armd Car company, or Motorized Hvy Artillery battalion
0-1x Air Support
Red Army Inomarachnikiy Tankovy Battalion
Support Choices
0-1x Motostrelkovy, RA Sapper, RA Anti-Aircraft or Tank Destruction company
0-1x Motorized Artillery battalion
0-1x Gds Rocket Mortar battalion
0-1x KV Tankovy or Armd Car company, or Motorized Hvy Artillery battalion
0-1x Air Support
Guards Kazachiy Polk
Support Choices
0-1x Lt Tankovy, Scout Tankovy, RA Tankovy or RA KV Tankovy company
0-1x Sapper company
0-1x Kazachiy Artillery battalion or Hvy Mortar company
0-1x Lt Tankovy, Med Tankovy or Armd Car company, or Gds Rocket Mortar or
Motorized Hvy Artillery battalion
0-1x RA Anti-Aircraft company
0-1x Air Support
Red Army Kazachiy Polk
Support Choices
0-1x Lt Tankovy, Scout Tankovy, RA Tankovy or RA KV Tankovy company
0-1x Sapper company
0-1x Kazachiy Artillery battalion or Hvy Mortar company
0-1x Lt Tankovy, Med Tankovy or Armd Car company, or Gds Rocket Mortar or
Motorized Hvy Artillery battalion
0-1x RA Anti-Aircraft company
0-1x Air Support
Red Army Kazachiy Observer
Independent Team * Scout
Red Army Kazachiy Observer
Special Rules
Range Halted Moving AT FP Notes
Rifle team 16” 1 1 2 6 slow firing
Confident 4+Rally / Follow 3+
Hit on 2+
Cavalry 3+
Motivation
Conscript 5+
Skill SaveSlow Firing – add 1 to the score to hit if the
team is moving or pinned down
Scout – remain gone to ground unless they
shoot or assault, even when moving.
Independent – can use mistaken target rule to
reassign hits to nearby units; may not charge
into contact or take an objective
Observer
Observer rifle team 15 pts
Mount team as cavalry +5 pts
Red Army Observer
Independent Team * Scout
Red Army Observer
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Rifle team 16” 1 1 2 6 slow firing
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+
Skill SaveSlow Firing – add 1 to the score to hit if the
team is moving or pinned down
Scout – remain gone to ground unless they
shoot or assault, even when moving.
Independent – can use mistaken target rule to
reassign hits to nearby units; may not charge
into contact or take an objective
Observer
Observer rifle team 15 pts
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Foot 8” 8” 12” 12” auto
Mtd 6” 10” 20” 20” 2+
Red Army Sapper Company
Infantry Unit
Red Army Sapper Company
Special Rules Confident 4+Hit on 2+
Infantry 3+
Transport 5+
Motivation
Conscript 5+Skill
SaveSlow Firing – add 1 to the score to hit if the
team is moving or pinned down
Pioneer Supply – unit may re-roll to dig in; in
missions with minefields it may deploy one
additional minefield or 3 barbed wire
entanglements
Sapper Company
Cmd pioneer Komissar +
18 pioneer rifle team 235 pts
12 pioneer rifle team 160 pts
6 pioneer rifle team 85 pts
18 unarmed pioneer tm 85 pts
12 unarmed pioneer tm 60 pts
6 unarmed pioneer tm 35 pts
Add:
Pioneer supply wagon +20 pts Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Pioneer rifle team 16” 1 1 2 6 slow firing,
tank assault 3
Unarmed Pioneer tm - - - - - tank assault 3
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Pioneer 8” 8” 12” 12” auto
wagon 6” 6” 6” 8” 5+
Red Army Flamethrower Platoon
Infantry Unit
Red Army Flamethrower Platoon
Special Rules Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
SaveAttachment– all teams must be attached to
Strelkovy companies or SMG companies
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Hits Top Armor – armored tank teams save
using their top armor, any infantry, gun or
unarmored tank team hit by a flame thrower are
automatically pinned.
Flamethrower Sections
8x Flamethrower team 280 pts
6x Flamethrower team 210 pts
4x Flamethrower team 140 pts
2x Flamethrower team 70 pts
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Flamethrower 4” 2 2 2 1+ breakthrough gun,
hits top armor
Soviet Air Support - Chaika
Aircraft Unit
Soviet Air Support - Chaika
Special Rules Confident 4+Hit on 5+
Aircraft 3+
Motivation
Veteran 3+Skill
SaveAircraft Arrival – roll at the start of each turn,
aircraft arrive on a 4+.
Bombs and Rockets – a flight of aircraft teams
uses one artillery template when shooting as
artillery. They suffer no penalty for having 1 or 2
teams firing. Only teams from the aircraft unit
may spot for the bombardment.
Air Support
1x I-153 Chaika 90 pts
Tactical Terrain Dash Xcountry Dash Road Dash Cross
------------------------------UNLIMITED---------------------------- auto
Range Halted Moving AT FP Notes
Rockets 8” ARTILLERY 3 3+
MGs 8” - 3 3 6
Soviet Air Support - Shturmovik
Aircraft Unit * Flying Tank
Soviet Air Support - Shturmovik
Special Rules Confident 4+Hit on 5+
Aircraft 3+
Motivation
Veteran 3+Skill
SaveAircraft Arrival – roll at the start of each turn,
aircraft arrive on a 4+.
Bombs and Rockets – a flight of aircraft teams
uses one artillery template when shooting as
artillery. They suffer no penalty for having 1 or 2
teams firing. Only teams from the aircraft unit
may spot for the bombardment.
Flying Tank – add +1 to the score needed for
firepower tests against aircraft rated as flying
tanks. Weapons with firepower of 6 cannot shoot
down a flying tank.
Air Support
1x IL-2 Shturmovik 145 pts
Tactical Terrain Dash Xcountry Dash Road Dash Cross
------------------------------UNLIMITED---------------------------- auto
Range Halted Moving AT FP Notes
Rockets 8” ARTILLERY 3 3+
Cannons 8” - 2 9 5+
Bombs 6” ARTILLERY 3 1+
Red Army Anti-Aircraft Company
Gun Unit * Turntable
Red Army Anti-Aircraft Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Turntable – weapon has an all around arc of fire
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Anti-Aircraft Co
4x 37mm obr39 140 pts
2x 37mm obr39 70 pts
Add transport:
one truck per gun +5 pts
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
37mm obr39 team 24” 4 - 6 4+ dedicated AA
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Tank Destruction Company – 45mm
Gun Unit * Gun Shield
Tank Destruction Company – 45mm
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Tank Destruction Co
4x 45mm obr 37 teams 155 pts
2x 45mm obr37 teams 80 pts
Add transport:
one truck per gun +5 pts
Range Halted Moving AT FP Notes
45mm obr37 24” 3 1 7 4+ volley fire
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
Truck 8” 8” 14” 32” 5+
Lt Gun 3+
Transport 5+
Save
Tank Destruction Company – 76mm
Gun Unit * Gun Shield
Tank Destruction Company – 76mm
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Tank Destruction Co
4x 76mm obr 36 AT 370 pts
2x 76mm obr 36 AT 185 pts
Add transport:
one truck per gun +5 pts
Range Halted Moving AT FP Notes
76mm obr36 AT 32” 2 1 10 3+ volley fire
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Lg Gun 4+
Transport 5+
Save
Tank Destruction Company – 57mm
Gun Unit * Gun Shield
Tank Destruction Company – 57mm
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+Skill
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Tank Destruction Co
4x 57mm ZIS-2 teams 450 pts
2x 57mm ZIS-2 teams 230 pts
Add transport:
one truck per gun +5 pts
Range Halted Moving AT FP Notes
57mm ZIS-2 32” 3 1 11 4+ volley fire
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Lt Gun 3+
Transport 5+
Save
Tank Destruction Company – 85mm
Gun Unit * Turntable
Tank Destruction Company – 85mm
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+Skill
Turntable – weapon has an all around arc of fire
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Heavy Anti-Aircraft – heavy AA weapons can
shoot at aircraft using ROF 1
Anti-Aircraft Co
4x 37mm obr39 140 pts
2x 37mm obr39 70 pts
Add transport:
one truck per gun +5 pts
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
85mm obr39 team 32” 2 - 12 3+ heavy AA
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
SP Anti-Tank Platoon
SP Anti-Tank Platoon
Special Rules
Fearless 3+Hit on 2+
Motivation
Conscript 5+
Skill
SP Anti-Tank Platoon
6x ZIS-30 585 pts
4x ZIS-30 405 pts
2x ZIS-30 205 pts
Range Halted Moving AT FP Notes
57mm ZIS-2 32” 2 - 11 4+ hull-mounted,
volley fire
Hull MG 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
10” 10” 16” 30” 4+
Tank Unit * Hen & Chicks
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Hull-Mounted – can only target teams fully in
front of the shooting team
Front 0
Side 0
Top 0
Armor
Red Army Strelkovy Hvy Mortar Company
Gun Unit
Red Army Strelkovy Hvy Mortar Company
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+Skill
Strelkovy Hvy Mortar Co
6x 120-PM-38 team 95 pts
4x 120-PM-38 team 70 ptsLt Gun 3+
Save
Range Halted Moving AT FP Notes
120-PM-38 team
bombarding 56” ARTILLERY 2 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 3+
Red Army Artillery Bn - 76mm obr02
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr02
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr02 410 pts
8x 76mm obr02 325 pts
4x 76mm obr02 185 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02 24” 2 1 8 3+ volley fire
bombarding 64” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army Artillery Bn - 76mm obr02/30
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr02/30
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr02/30 520 pts
8x 76mm obr02/30 410 pts
4x 76mm obr02/30 235 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army Artillery Bn - 76mm obr02/30 Mixed
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr02/30 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr02/30 +
4x 122mm obr10/30 510 pts
4x 76mm obr02/30 +
4x 122mm obr10/30 355 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn – 122mm obr10/30
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 122mm obr10/30
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
4x 122mm obr10/30 140 pts
Add transport:
one limber per gun +5 pts
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn - 76mm obr36
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr36
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr36 740 pts
8x 76mm obr36 580 pts
4x 76mm obr36 330 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army Artillery Bn - 76mm obr36/38 Mixed
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr36/38 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr36 +
4x 122mm obr38 705 pts
4x 76mm obr36 +
4x 122mm obr38 475 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn - 76mm obr36 Mixed
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr36 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr36 +
4x 122mm obr10/30 680 pts
4x 76mm obr36 +
4x 122mm obr10/30 450 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 3+
122mm - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn – 122mm obr38
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 122mm obr38
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
4x 122mm obr38 175 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn - 76mm obr39/38 Mixed
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr39/38 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr39 +
4x 122mm obr38 570 pts
4x 76mm obr39 +
4x 122mm obr38 405 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr39 32” 2 1 9 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Artillery Bn - 76mm obr39
Gun Unit * Gun Shield
* May Not Ambush
Red Army Artillery Bn – 76mm obr39
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr39 620 pts
8x 76mm obr39 490 pts
4x 76mm obr39 275 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr39 32” 2 1 9 3+ volley fire
bombarding 80” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army KV Tankovy Company
Tank Unit * Hen & Chicks *
Turret Rear MG
Red Army KV Tankovy Company
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Turret Rear MG – enemy infantry or gun teams
must re-roll successful hits in assault. Bailed out
tank teams cannot use the turret rear MG rule.
Bunker Buster – acts as a breakthrough gun,
plus if targeting a building it hits all teams in the
building, or in adjacent rooms of a large, multi-
room building
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
KV Tankovy Co
10x KV-1 obr39 3350 pts
9x KV-1 obr39 2845 pts
8x KV-1 obr39 2390 pts
7x KV-1 obr39 1980 pts
6x KV-1 obr39 1625 pts
5x KV-1 obr39 1275 pts
4x KV-1 obr39 1020 pts
3x KV-1 obr39 765 pts
2x KV-1 obr39 510 pts
1x KV-1 obr39 255 pts
Upgrade any or all tanks:
KV-1 obr40 +100 pts ea
KV-1e +110 pts ea
KV-2 -0-
Range Halted Moving AT FP Notes
KV-2 152mm 24” 1 1 10 1+ slow, bunker buster
KV-1 obe39 24” 2 1 8 3+
KV-1 obr40 / KV-1e 32” 2 1 9 3+
KV-1 MGs 16” 4 4 2 6
KV-2 MGs 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 12” 12” 13” 3+
KV-1e Other
Front 9 8
Side 8 7
Top 2 2
Armor
Red Army Motor Artillery Bn - 76mm obr02
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 76mm obr02
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr02 410 pts
8x 76mm obr02 325 pts
4x 76mm obr02 185 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02 24” 2 1 8 3+ volley fire
bombarding 64” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army Motor Artillery Bn - 76mm obr39
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 76mm obr39
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr39 620 pts
8x 76mm obr39 490 pts
4x 76mm obr39 275 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr39 32” 2 1 9 3+ volley fire
bombarding 80” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Red Army Motor Artillery Bn - 76mm obr02/30
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 76mm obr02/30
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr02/30 520 pts
8x 76mm obr02/30 410 pts
4x 76mm obr02/30 235 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
RA Motor Artillery Bn - 76mm obr02/30 Mixed
Gun Unit * Gun Shield
* May Not Ambush
RA Motor Artillery Bn – 76mm obr02/30 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr02/30 +
4x 122mm obr10/30 510 pts
4x 76mm obr02/30 +
4x 122mm obr10/30 355 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Artillery Bn – 122mm obr10/30
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 122mm obr10/30
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
4x 122mm obr10/30 140 pts
Add transport:
one truck per gun +5 pts
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Artillery Bn - 76mm obr36
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 76mm obr36
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
12x 76mm obr36 740 pts
8x 76mm obr36 580 pts
4x 76mm obr36 330 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
RA Motor Artillery Bn - 76mm obr36/38 Mixed
Gun Unit * Gun Shield
* May Not Ambush
RA Motor Artillery Bn – 76mm obr36/38 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr36 +
4x 122mm obr38 705 pts
4x 76mm obr36 +
4x 122mm obr38 475 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Artillery Bn - 76mm obr36 Mixed
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 76mm obr36 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr36 +
4x 122mm obr10/30 680 pts
4x 76mm obr36 +
4x 122mm obr10/30 450 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr36 32” 2 1 10 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Artillery Bn – 122mm obr38
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Artillery Bn – 122mm obr38
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
4x 122mm obr38 175 pts
Add transport:
one truck per gun +5 pts
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
RA Motor Artillery Bn - 76mm obr39/38 Mixed
Gun Unit * Gun Shield
* May Not Ambush
RA Motor Artillery Bn – 76mm obr39/38 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr39 +
4x 122mm obr38 570 pts
4x 76mm obr39 +
4x 122mm obr38 405 pts
Add transport:
one truck per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr39 32” 2 1 9 3+ volley fire
bombarding 80” ARTILLERY 2 4+
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
Truck 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Armoured Car Company – BA-6
Tank Unit * Hen & Chicks
Red Army Armoured Car Company – BA-6
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Armoured Car Co
10x BA-6 460 pts
9x BA-6 395 pts
8x BA-6 340 pts
7x BA-6 285 pts
6x BA-6 235 pts
5x BA-6 185 pts
Upgrade any or all:
BA-10 +5 pts ea
Range Halted Moving AT FP Notes
45mm obr34 24” 2 1 7 4+
MGs 16” 4 4 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
BA-6 BA-10
Front 0 1
Side 0 0
Top 0 0
Armor
Red Army Armoured Car Company – BA-20
Tank Unit * Hen & Chicks
Red Army Armoured Car Company – BA-20
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Armoured Car Co
10x BA-20 235 pts
9x BA-20 205 pts
8x BA-20 175 pts
7x BA-20 145 pts
6x BA-20 120 pts
5x BA-20 95 pts
Range Halted Moving AT FP Notes
MG 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
Front 0
Side 0
Top 0
Armor
Red Army Train Armoured Car Platoon
Tank Attachment * Hen & Chicks
Red Army Train Armoured Car Platoon
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Hen & Chicks – if any team in the unit moves,
all teams must add +1 to hit with their main
weapons
Train Armd Car Platoon
3x BA-10
2x BA-20
Purchased as part of a Captured
Armoured Train
Range Halted Moving AT FP Notes
45mm obr34 24” 2 1 7 4+
BA10 MGs 16” 4 4 2 6
BA20 MGs 16” 3 3 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
BA-20 BA-10
Front 0 1
Side 0 0
Top 0 0
Armor
Captured Armoured Train
Tank Unit
Captured Armoured Train
Special Rules
Confident 4+
Hit on 2+Motivation
Conscript 5+
Skill
Guns– heavy cars have 1x 100 turret and 1x 75
turret, light cars have 2x 75 turrets. Each has 6x
train side MGs and an MG turret.
Bombarding – cars may bombard when
moving. Each turret counts as 2 weapons firing.
All batteries may combine or bombard
separately. Combined bombardment from a
heavy car uses AT3 and FP 4+.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Armoured Train
Cmd Locomotive +
2x Heavy Artillery Cars 435 pts
2x Light Artillery Cars 425 pts
1x Heavy Artillery Car 220 pts
1x Light Artillery Car 215 pts
Add:
Train Armd Car Pltn 160 pts
Train Strelk Co with
Cmd Komissar team+
27 rifle teams 260 pts
18 rifle teams 175 pts
9 rifle teams 95 pts
Add to Train Strelkovy:
2x Maksim team 40 pts
Range Halted Moving AT FP Notes
100 wz14/19 24” 1 1 8 2+ breakthrough gun
bombarding 72” ARTILLERY 3 4+ deck turret
75 wz02/26 24” 2 2 8 3+
bombarding 72” ARTILLERY 2 4+ deck turret
6x Train MGs 16” 2 2 2 6 3 per side
MG Turret 16” 2 2 2 6
Tactical Terrain Dash Xcountry Dash Road Dash Cross
16” forward or backward along railway line only
Front 3
Side 3
Top 2
Armor
Train Strelkovy Company
Infantry Unit
Train Strelkovy Company
Special Rules
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 12” 12” auto
Range Halted Moving AT FP Notes
Komissar team 4” 1 1 1 6 slow firing
Rifle team 16” 1 1 2 6 slow firing
Maksim HMG team 24” 6 3 2 6
Confident 4+Hit on 2+
Infantry 3+
Motivation
Conscript 5+Skill
Save
Slow Firing – add 1 to the score to hit if the
team is moving or pinned down
Wave Attacks – Train Strelkovy do not use the
Wave Attack rule
Strelkovy Company
Purchased as part of a Captured
Armoured Train
Guards Rocket Mortar Bn – BM-13
Gun Unit
Guards Rocket Mortar Bn – BM-13
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+
Skill
Gds Rocket Mortar Bn
12x BM-13 Katyusha 190 pts
8x BM-13 Katyusha 160 pts
4x BM-13 Katyusha 95 pts
2x BM-13 Katyusha 60 pts
Upgrade Launchers:
5+ crew per launcher +5 pts
counts as 2 weapons firing for
template size only – allows double
size template
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Transport 5+
Save
Range Halted Moving AT FP Notes
BM-13 Katyusha 64” ARTILLERY 1 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
Rocket Launchers – rocket launchers count
only the actual number of teams firing for
calculating re-rolls to hit.
Template Size – additional crew can increase
the size of the bombardment template.
- if all firing weapons counts as two or more
weapons use the double sized template
- if all firing weapons count as four weapons,
use the 12x12 devastating bombardment
template
Guards Rocket Mortar Bn – BM-8
Gun Unit
Guards Rocket Mortar Bn – BM-8
Special Rules Fearless 3+Hit on 2+
Motivation
Conscript 5+
Skill
Gds Rocket Mortar Bn
12x BM-13 Katyusha 190 pts
8x BM-13 Katyusha 160 pts
4x BM-13 Katyusha 95 pts
2x BM-13 Katyusha 60 pts
Upgrade Launchers:
5+ crew per launcher +5 pts
counts as 4 weapons firing for
template size only – allows double
size template
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Transport 5+
Save
Range Halted Moving AT FP Notes
BM-13 Katyusha 56” ARTILLERY 1 4+ 36 rails
Tactical Terrain Dash Xcountry Dash Road Dash Cross
8” 8” 14” 32” 5+
Rocket Launchers – rocket launchers count
only the actual number of teams firing for
calculating re-rolls to hit.
36 Rails – each launcher counts as 2 weapons
firing, or 4 weapons firing if it has extra crew
Template Size – additional crew can increase
the size of the bombardment template.
- if all firing weapons counts as two or more
weapons use the double sized template
- if all firing weapons count as four weapons,
use the 12x12 devastating bombardment
template
Red Army Motor Hvy Artillery Bn – 107mm
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Hvy Artillery Bn – 107mm
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Hvy Artillery Bn
12x 107mm obr10/30 420 pts
8x 107mm obr10/30 330 pts
4x 107mm obr10/30 190 pts
Add transport:
one truck or STZ
tractor per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
107mm obr10/30 24” 1 - 9 2+ volley fire,
breakthrough gun
bombarding 72” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
STZ 8” 12” 14” 15” 3+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Hvy Artillery Bn – 122/10
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Hvy Artillery Bn – 122/10
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Hvy Artillery Bn
12x 122mm obr10/30 310 pts
8x 122mm obr10/30 245 pts
4x 122mm obr10/30 140 pts
Add transport:
one truck or STZ
tractor per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
STZ 8” 12” 14” 15” 3+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Hvy Artillery Bn – 152mm/10
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Hvy Artillery Bn – 152mm/10
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Hvy Artillery Bn
12x 152mm obr10/30 485 pts
8x 152mm obr10/30 380 pts
4x 152mm obr10/30 220 pts
Add transport:
one truck or STZ
tractor per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
152mm obr10/30 16” 1 - 8 1+ volley fire,
bunker buster
bombarding 72” ARTILLERY 3 2+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
STZ 8” 12” 14” 15” 3+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base. Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Bunker Buster – acts as a breakthrough gun,
plus if targeting a building it hits all teams in the
building, or in adjacent rooms of a large, multi-
room building
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Hvy Artillery Bn – 122/38
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Hvy Artillery Bn – 122/38
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Hvy Artillery Bn
12x 122mm obr38 380 pts
8x 122mm obr38 300 pts
4x 122mm obr38 175 pts
Add transport:
one truck or STZ
tractor per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
122mm obr38 24” 1 - 7 2+ volley fire,
breakthrough gun
bombarding 80” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
STZ 8” 12” 14” 15” 3+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Motor Hvy Artillery Bn – 152mm/31
Gun Unit * Gun Shield
* May Not Ambush
Red Army Motor Hvy Artillery Bn – 152mm/31
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Hvy Artillery Bn
12x 152mm obr31 835 pts
8x 152mm obr31 655 pts
4x 152mm obr31 375 pts
Add transport:
one truck or STZ
tractor per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
152mm obr31 32” 1 - 13 1+ volley fire,
bunker buster
bombarding 88” ARTILLERY 3 2+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns - 2” 4” 4” 6
Truck 8” 8” 14” 32” 5+
STZ 8” 12” 14” 15” 3+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base. Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Bunker Buster – acts as a breakthrough gun,
plus if targeting a building it hits all teams in the
building, or in adjacent rooms of a large, multi-
room building
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Red Army Kazachiy Artillery Bn - 76mm obr02
Gun Unit * Gun Shield
* May Not Ambush * Horse Artillery
Red Army Kazachiy Artillery Bn – 76mm obr02
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Kazachiy Artillery Bn
12x 76mm obr02 410 pts
8x 76mm obr02 325 pts
4x 76mm obr02 185 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02 24” 2 1 8 3+ volley fire
bombarding 64” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Horse Artillery – unlike most gun teams, horse
artillery can do a blitz order
Red Army Kazachiy Artillery Bn - 76mm 02/30
Gun Unit * Gun Shield
* May Not Ambush * Horse Artillery
Red Army Kazachiy Artillery Bn – 76mm 02/30
Special Rules Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Kazachiy Artillery Bn
12x 76mm obr02/30 520 pts
8x 76mm obr02/30 410 pts
4x 76mm obr02/30 235 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
Guns 4” 4” 6” 8” 5+
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Horse Artillery – unlike most gun teams, horse
artillery can do a blitz order
RA Kazachiy Artillery Bn - 76mm obr02/30 Mixed
Gun Unit * Gun Shield
* May Not Ambush * Horse Artillery
RA Kazachiy Artillery Bn – 76mm obr02/30 Mixed
Special Rules
Confident 4+Hit on 2+
Motivation
Conscript 5+
Skill
Red Army Artillery Bn
8x 76mm obr02/30 +
4x 122mm obr10/30 510 pts
4x 76mm obr02/30 +
4x 122mm obr10/30 355 pts
4x 122mm obr10/30 140 pts
Add transport:
one limber per gun +5 pts
Although purchased together, each
unit of 4 gun teams operates as a
separate unit
Lg Gun 4+
Transport 5+
Save
Range Halted Moving AT FP Notes
76mm obr02/30 24” 2 1 9 3+ volley fire
bombarding 72” ARTILLERY 2 4+
122mm obr10/30 16” 1 - 6 2+ volley fire,
breakthrough gun
bombarding 64” ARTILLERY 3 3+
Tactical Terrain Dash Xcountry Dash Road Dash Cross
76mm 4” 4” 6” 8” 5+
122mm - 2” 4” 4” 6
limber 6” 6” 6” 8” 5+
Volley Fire – teams with volley fire that did not
move in the movement step may re-roll to hit
against teams within 16”. This does not apply for
bombardments, defensive fire or ambush.
Gun Shield – team counts in bulletproof cover if
shot at front in front of their base.Offers no
protection against bombardments, or if the team
moved at the dash.
Large Gun – large guns may not be placed in
buildings and cannot be placed from ambush
within 16” of enemy teams.
Breakthrough Gun– infantry, gun and
unarmored tank teams (including passengers)
must re-roll successful saves against
breakthrough gun weapons
Horse Artillery – unlike most gun teams, horse
artillery can do a blitz order