US Combined Reference

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    Tese special rules reect the superiority o American technology and their preerence or fghting on the move that thistechnology allows them. Tese rules only apply to US teams and platoons.

    StabiliSerSA moving tank tted with a stabiliser can:

    re its main gun at its ull ROF, but

    adds a penalty o +1 to the score needed to hit.

    Beore shooting, a tank can choose not to use its stabiliser and reat the normal rate i that would give it a better chance.

    HedgerowCutterSWhen a tank tted with a hedgerow cutter attempts to cross aBocage Hedgerow (see D-Day, Te Campaign or Normandy orwww.FlamesOWar.com or the ull Bocage rules), it successullycrosses on a roll o 2+ rather than a Skill est. I it ails, the tankBogs Down on the hedgerow as normal.

    I it crosses successully, then any other Fully-tracked ank teamsadjacent to the hedgerow can ollow it through on a roll o 2+instead o a Skill est as well.

    tankdeStroyerdoCtrineSel-propelled Anti-tank and ank Destroyer Platoons use theCautious Movement rules on page 63 and the Disengage rules

    rom pages 150 to 153 o the rulebook to reect their stealthytactics. Tese platoons count as Reconnaissance Platoons or the

    purposes o these rules.

    In addition, since the tank destroyers select their ring positionswith retreat in mind, Sel-propelled Anti-tank and ank DestroyerPlatoons may Disengage even i they red in their own turn.

    Seek, Strike, and deStroyTe tank destroyers in a Sel-propelled Anti-tank or ankDestroyer Platoon may either be deployed as normal at the starto the game, or held o-table with only the Carbine teams andtheir transports being deployed. I the tank destroyers are heldo-table, you may place all o the tank destroyers on the table atthe start o your turn so that they are:

    Concealed and more than 16/40cm away rom all enemyteams, or are entirely out o Line o Sight o the enemy, and

    Within 6/15cm o any Carbine team rom the platoon(whether mounted in its transport or not).

    ank destroyers placed on the table in this way can move andght as normal during the turn they appear.

    Te Platoon Command team does not have to be present or thetank destroyers to deploy. As long as at least one Carbine team

    rom the platoon is deployed, the tank destroyers that have been

    held o-table can join it. However, the usual restrictions orbeing Out o Command still apply.

    I no Carbine teams rom the platoon are let on the table and thetank destroyers are not yet deployed, they abandon the eld, andthe whole platoon counts as Destroyed.

    diSmounting maCHine-gunSAny Inantry team carried as a passenger in a transport vehicle maydismount the vehicles passenger-red .50 cal AA MG, becomingan M2 .50 cal Man-packed Gun team, or its passenger-red AA

    MG becoming a LMG Man-packed Gun team.

    An Inantry team can start the game dismounted with theirvehicles passenger-red machine-gun.

    You may not dismount a passenger-red .50 cal AA MG or AAMG unless you have the appropriate model to replace the Inantryteam that dismounted it.

    Once the machine-gun has been dismounted rom a vehicle, theempty vehicle is sent to the rear and the gun cannot remount itsvehicle during the game.

    mounting HmgSand lmgsUp to two HMG or LMG teams mounted in a hal-track can ttheir machine-guns to the sides o the vehicle, converting them tovehicle-mounted AA MGs. When the team dismounts, it takesits machine-gun with it.

    As with all vehicle-mounted machine-guns, only the rst may reat ull ROF. All additional machine-guns only re at ROF 1.

    FieldSoF FireA hal-track or armoured car that has more than one machine-gun mounted will have its .50 cal AA MG mounted to allowall-round re and the others positioned to cover the sides.

    Tese AA MGs are mounted one on each side o the vehicle ring o

    to the side. A line drawn down the side o the vehicle rom straightahead to straight behind gives the limits o their eld o re.

    Tanks

    Tank DesTroyers

    TransporTs

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    automatiC riFleSRie and Carbine teams do not suer the usual +1 to hit penalty

    or ring a ROF 1 weapon while moving or Pinned Down.

    When not Pinned Down, Rie and Carbine teams re-roll allailed rolls to hit in Deensive Fire during assaults.

    tHe truSCott trotUS Inantry teams, M1919 LMG teams, and M2 60mm mortarteams move 16/40cm instead o the normal 12/30cm whenmoving At the Double.

    InfanTry

    exCellent CommuniCationSPlatoon and 2iC Command teams can act as spotting teamsand request artillery re in the same manner as a CompanyCommand team.

    time on targetI an artillery battery with a Sta team ranges in on their rstattempt, they can re a O bombardment.

    Every team hit by a O bombardment re-rolls successul savesin the rst turn o the bombardment, as they scramble or coverand batten down the hatches.

    Tis is or the rst turn o bombardment only and does not applyto artillery ring an All Guns Repeat! bombardment or ranged inusing the Hit em With Everything Youve Got rule.

    Hit em witH everytHing youve gotWhen an Observer team rom an artillery battery that has aSta team has ranged in one battery and then orders an All GunsRepeat! bombardment (see page 126 o the rulebook) on the same

    Aiming Point in a subsequent turn, they may attempt to rangeanother battery that has a Sta team on the same Aiming Pointwhile continuing to control the original battery ring the AllGuns Repeat! bombardment.

    Next turn the Observer team can order both batteries to re AllGuns Repeat! bombardments while Ranging In another battery,and so on. Roll to hit with each battery separately.

    underCommandTe mortar and assault gun platoons cooperate closely withthe combat companies. Constant practice and excellent radiocommunications allow them to bring down quick and eective

    re to support their combat platoons.

    Company, 2iC, and Platoon Command teams do not suertheir normal +1 penalty to range in when calling or artillerybombardments rom platoons taken as Weapons platoon choices(including Weapons Platoons, Mortar Platoons, and Assault Gun

    platoons), as well as Cannon Platoons and Chemical MortarPlatoons taken as Support platoon choices.

    arTIllery

    aIr observaTIon posTs

    liaiSon airCraFtAir Observation Aircrat use many o the aircrat rules. However,one o the primary dierences is that the Air Observation Aircratstarts the game on the table and remains there or the rest o the

    game until it is shot down or chased o, at which point it ispermanently removed rom the game.

    In the Starting Step o each turn, you reposition your Air ObservationAircrat anywhere on the table (even within 16/40cm o riendlytroops) when you would position any other aircrat. I your opponenthas air support, they can roll or Fighter Interception as usual and

    use this to attempt to shoot your Air Observation Aircrat downinstead o intercepting Ground Attack Aircrat.

    airobServation PoStTe Air Observation Aircrat carries no weapons and cannotmake attacks by itsel. Instead an Air Observation Aircratcounts as an Observer team that can act as the Spotting team orany artillery platoon that has a Sta team.

    reat it as an Observer team on the ground (although the modelsits just above the table) when determining what it can see, asthe Air Observation Aircrat y low attempting to avoid enemy

    ghter interception and cannot see over terrain.

    Te Air Observation Aircrat does benet rom its height by allowingit to re-roll the third attempt to range in i it ailed on that attempt.

    Column SeCurityI an L4 Grasshopper aircrat did not act as an Observer teamin its own turn, then enemy Ambushing platoons may not deployteams within 8/20cm and in Line o Sight o the aircrat intheir own turn.

    anti-airCraFt FireTe opposing player can re anti-aircrat re at your AirObservation Aircrat at the end o the Shooting Step, ater allother shooting is complete, but just beore aircrat make their

    attacks, just as they can at any other aircrat. Tis is conductedjust like ring at Ground-attack Aircrat, including the limits onanti-aircrat guns ability to see over terrain.

    A team ring anti-aircrat re must choose between ring at theAir Observation Aircrat or at Ground-attack Aircrat. A singleteam cannot shoot at both in the same turn.

    Since the Air Observation Aircrat isnt actually attackinganything, Sel-deence Anti-aircrat Weapons cannot shoot at it.

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    T14 assaulT Tank

    M6 Heavy Tank

    assaulT CoMpany

    aSSault ComPanyAn Assault Company will always attack against any other InantryCompany in a mission with the Deensive Battle special rule.

    PioneerequiPmentRie teams in Boat Sections count as Pioneer teams whenattempting to cross or gap Barbed Wire Entanglements and whenassaulting Bunkers.

    airCoverAn Assault Company will only receive a Ground-attack AircratFlight on a roll o 6 instead o the usual 5+. However, its AirSupport will successully intercept enemy Ground-Attack AircratFlights on a roll o 5+ instead o the usual 6.

    naval gunFire SuPPortWhen using this orce to conduct an amphibious landing use therules in theD-Daybook (see page 15) or Naval Gunre Support.

    For all other mission use the ollowing rules:

    I you have Naval Gunre Support, your orce will eld a NGFSObserver Carbine team. It is an Observer team or an artillerybattery o our Condent rained 8 naval guns sitting o tableusing the Across the Volga Rules (see page 225 in the rulebook).

    Weapon Range ROF Anti-tank Firepower

    8 naval gun 112/200cm - 6 1+

    JumboS leadtHe wayWhen shooting at a US tank platoon with 14 assault tanks:

    reat 14 assault tanks and M4 Sherman tanks as i they have thesame armour ratings or the Hit Weakest Armour First rule (page70 o the rulebook). Tis allows the 14 assault tanks beore the

    M4 Sherman tanks.

    reat 14 assault tanks and M4 Sherman tanks as having thesame chassis, making them only distinguishable using the Gunanks rule (page 68 o the rulebook). Te shooting player canattempt to choose which type o tank they hit using this rule.

    Co-ax mountWith two loaders the M6 heavy tank can re the 3in and 37mm

    guns at the same time using the Multiple Weapons rule on page 85o the rulebook, treating one o the guns as having ROF 1.

    4

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    SPearHeadAny orce rom the US 2ndor 3rdArmored Divisions is always theattacker in any mission that uses the Deensive Battle special ruleor requires a die roll to determine who will be the attacker.

    When they are the attacker in a mission, a player commandinga orce rom the US 2nd or 3rd Armored Divisions may make anadditional Reconnaissance Deployment move (see page 194 o therulebook) with any one non-recce platoon (even though it is nota Recce Platoon), provided that the Reconnaissance Deploymentmove takes the whole platoon out o its deployment area.

    tanktelePHoneSI a Sherman tank rom the US 2nd or 3rd Armored Divisionand an adjacent Inantry team did not move in the MovementStep and are not Pinned Down, the Inantry team can point out

    targets or the tank instead o shooting.

    Te Inantry team pointing out targets or the tank counts as a ReccePlatoon using the Eyes and Ears rule (page 149 o the rulebook) toreveal a Gone to Ground enemy team or that tank. I other tanks inthe platoon re, they must either have their own Inantry team pointingout the target, or continue to treat the target as Gone to Ground.

    nD anD rD arMoreD DIvIsIons

    paraCHuTe rIfle CoMpany

    ranGer CoMpany

    i SHall neverFail myComradeSA Ranger Company never has to take a Company Morale Check or being below hal strength. Tey still take Platoon MoraleChecks as normal though.

    However, i the total number o destroyed Ranger Platoons (theCombat platoons) exceeds the number still on the table, the Ranger

    player must roll a die at the start o each turn. On a roll o 3+ theorce ghts on, heedless o its losses. On any other roll the remainingrangers withdraw to conserve their remaining strength and the

    game ends. I there are no remaining Ranger Company Commandteams then this roll is automatically ailed.

    rangerS lead tHe wayRanger Inantry teams may move At the Double (using the

    ruscott rot) through Difcult Going.

    no obStaCle too tougHRanger Inantry and Man-packed Gun teams are Mountaineers.

    maSterSergeant

    Parachute Rie, Airborne Engineer and Airborne DivisionalRecon Platoons use the German Mission actics special rule (seepage 166 o the rulebook).

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    Maj. Gen.

    ernest n

    HarMon

    CHaraCteriStiCSHarmon is a Warrior and a Higher Command ransport team rated as Fearless rained.

    Harmon is always mounted in a Jeep. He can join any ank or Armored Rie Company or +40 points.

    get movingEach turn one platoon that is not Pinned Downand is within 6/15cm o Harmon may attemptto move again at the end o the Movement Stepater all other movement. Roll a die. On a roll o4+ the platoon may move a urther 4/10cm. Allo the normal rules apply or this movement. Te

    platoon may still shoot and assault ater makingthis extra move.

    old gravel voiCe At the start o the Shooting step Harmon mayattempt to rally one platoon within 6/15cm.

    I the platoon is Pinned Down, roll a Motivationest. I it is successul, the platoon rallies and isno longer Pinned Down.

    Any Bailed Out vehicles in the platoon takea Motivation est and i successul remountimmediately

    Colonel

    WilliaMBill o

    DarBy

    CHaraCteriStiCSDarby is an Inantry team, a Warrior and a Higher Command team rated as Fearless rained, andcan join any Ranger Company or +30 points.

    He is armed with an M1 Garand rie rated as ollows: Range: 16/40cm, ROF: 1, Anti-tank: 2,Firepower: 6, with the Automatic Rie special rule.

    keeP movingEach turn Darby and one Ranger platoon thatis not Pinned Down and is within 6/15cm oDarby may attempt to move again at the end othe Movement Step ater all other movement. Roll

    a die. On a roll o 4+ the platoon may move aurther 4/10cm. All o the normal rules apply orthis movement. Te platoon may still shoot andassault ater making this extra move.

    red legDarby does not suer the usual +1 to hit penalty orbeing a Command team rather than an Observerteam when ranging in artillery.

    All mortars in Ranger Platoons and Chemical Mortar Platoons Ranged In by Darby count asVeteran when rolling to hit teams under thetemplate.

    sGt. CHarles

    CoMManDo

    Kelly

    CHaraCteriStiCSKelly is an Inantry team and a Warrior. He can replace a Rie team in any Rie Platoon or +20 points.

    one man armyKelly uses his BAR and every other weapon that comesto hand, rom ries to bazookas and even 37mm

    guns. His characteristics are: Range 16/40cm,

    ROF 3, Anti-tank 2, and Firepower 5+.

    When shooting at armoured vehicles, i Kelly scoresmore than one hit he may discard a hit to increasethe Anti-tank rating o another hit to 5, or two hitsto increase it to 7.

    Every hit caused by Kelly counts as two hits or thepurposes o Pinning Down the enemy.

    no bravermanKelly ignores all the eects o being Pinned Down.I Kellys platoon ails a Platoon Morale Check,roll a die. On a roll o 4+, Kelly ghts on alone,

    although the rest o the platoon are Destroyed. Inthis case the platoon consists o just Kelly.

    When his platoon is Destroyed, Kelly has noCommand team, so he cannot move (even inassaults, although he can Counterattack any one inrange). Kelly passes all Motivation ests on a roll o

    2+ i the rest o the platoon is Destroyed

    6

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    BriG. Gen.

    norMan

    DutCHCota

    CHaraCteriStiCSBrigadier General Cota is a Warrior and a Higher Command Carbine team rated as Fearless Veteran.

    Cota may join any Assault Company or +25 points.

    get oFFtHiS beaCHCota starts the game o table. In the Starting Stepo any turn that Cota is o table, when rolling orReserves roll a die.

    On a roll o 5+, i Cota has not been Destroyed,he is placed adjacent to the Platoon Commandteam (i present, otherwise any team in the

    platoon) o any platoon in an Assault Companyanywhere on the table.

    On any other roll, Cota remains o the table.

    rangerS leadtHe wayAny platoon led by Cota will pass Motivation testson a roll o 3+.

    i wontbe ableto

    doitForyou next timeIn the Starting Step o any turn in which Cota ison the table, when rolling or Reserves, roll a die.

    On a roll o 3+, Cota remains where he is.

    On any other roll, Cota has nished what hecame to do and moves o to another part o thebattleeld. Remove him rom the table. Nextturn roll or him to return again using the GetO this Beach special rule.

    tHatS HowitS doneCota always hits on a roll o 2+ in an assault

    lt.

    turner

    turnBull

    CHaraCteriStiCSurnbull is a Command Rie/MG team and a Warrior. He is rated Fearless Veteran.

    He can replace the Command team in any US Parachute Rie Platoon or +25 points

    maStertaCtiCianAny platoon commanded by urnbull doubles thenumber o dice rolled or each o its weapons in

    Deensive Fire. ROF 1 weapons that are PinnedDown still add +1 to their Score required to hit,but roll two dice instead o one.

    staff

    serGeant

    Cole reB

    jaCKson

    CHaraCteriStiCSJackson is a Warrior. He is rated as Confdent rained.

    Jackson may join a ank Platoon taking over any tank in the platoon, except the Platoon Commandtank, or +25 points.

    like a roCkI Jacksons tank is required to take a Motivationest and ails, re-roll the test. I Jacksons platoon

    is required to take a Motivation est and ails,Jackson can re-roll the test or his tank. I the re-roll passes, treat Jacksons tank as passing the test,but the rest o the platoon as ailing it. Tis can

    lead to Jackson ghting on alone ater the rest o theplatoon ail a Platoon Morale Check. In this casethe platoon now consists o just Jacksons tank.

    go Fix itI the Platoon Command team is Destroyed, treat

    Jackson as the Platoon Command team.

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    CHaraCteriStiCSMajor Julian Cook is a Warrior and a Higher Command Rie team rated as FearlessVeteran.Major Cook is an Independent team.

    Major Cook may join a US Parachute Rie Company rom the 82nd Airborne Division or +50 points.

    Major

    julian

    CooK

    staff sGt.

    lafayette

    Pool

    CHaraCteriStiCSPool is a Warrior and an Independent team. He is rated as FearlessVeteran.

    Pool may join any ank Platoon taking over any tank in the platoon, except the Platoon Commandtank, or +25 points.

    eyebrowSoFFa gnatPools tank may shoot using its Stabiliser withoutincurring the normal +1 to hit penalty.

    Hard CHargerI Pools tank moved at least 6/15cm towards anyenemy team or objective in its previous Movement

    Step, and is hit in the enemy Shooting Step, roll adie or each hit he is allocated.

    On a roll o 5+, Pools headlong charge puts theenemy o their aim and the hit is ignored.

    On any other roll the hit is resolved as normal.

    a daring PlanA orce led by Major Julian Cook may include asecond Airborne Engineer Platoon as an additionalSupport Platoon. I you choose to do so, your orcewill always attack against any other InantryCompany in a mission with the Deensive BattleSpecial Rule.

    amPHibiouS aSSaultWhen crossing rivers using the River Crossingspecial rules, Parachute Rie and AirborneEngineer Platoons in a orce commanded by Cookthat are not Pinned Down may attempt to Get Outo the river during the Assault Step.

    Roll a Motivation est or each platoonattempting to move out o the river:

    I they pass the Motivation est, the platoon mayGet Out o the river and immediately move orassault up to 4/10cm.

    I they ail the Motivation est, the platoon cannot

    move any urther this turn and must wait until itsnext Movement Step to Get Out as normal.

    Hail maryCook, and any platoon he is currently leading,always passes Motivation ests on a roll o 2+.

    SoFten em uP!Parachute Field Artillery Batteries and Parachute

    Mortar Platoons in a orce commanded by Cookmay re a bombardment using the Soten Em Up!special rule. Tis is a mixed bombardment o high-

    explosive and smoke shells and must be red atthe beginning o the Shooting Step along with anySmoke Bombardments beore any other shooting.

    When using the Soten Em Up! rule to re a bombardmentwith three or our weapons, place a Smoke Screen underthe same template used or the bombardment. Tebombarding platoon counts as only having two weapons

    ring and must re-roll successul to Hit rolls.

    Te Smoke Screen is always one template in sizeand is aligned with the bombardments templaterather than the wind.

    As with normal Smoke Bombardments, abombardment using the Soten Em Up special rulecannot use the All Guns Repeat! rule, nor may ituse the ime On arget special rule.

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    CHaraCteriStiCSBrigadier General James Gavin is a Warrior and a Higher Command Rie team (Automatic rie).He is rated Fearless Veteran and is an Independent eam.

    Brigadier General James Gavin may join a US Parachute Rie Company (rom the 82nd AirborneDivision ound in Hells Highway) or a Glider Rie Company (ound on our website: www.FlamesOWar.com) or +40 points.

    iSolatetHe battleFieldBeore your opponent rolls or Reserves you mayroll one die or each Combat and Weapons Platoon

    rom your company currently held in Reserve.

    On each roll o 6 your opponent rolls one lessdie when rolling or Reserves this turn.

    On any other roll, the enemy platoon arrivesas normal.

    CountonitEach time a Parachute Rie Platoon led by Gavinhas Moved at the Double, roll a Skill Check orthe platoon:

    I successul, the platoon is not consideredto have Moved at the Double during theopponents next turn,

    Otherwise, the platoon Moves at the Double asnormal.

    BriGaDier

    General

    jaMes

    Gavin

    CHaraCteriStiCSMajor General Maxwell aylor is a Warrior and a Higher Command Carbine team rated FearlessVeteran. aylor is an Independent eam.

    Major General Maxwell aylor may join a US Parachute Rie Company (rom the 101 st AirborneDivision ound in Hells Highway) or a Glider Rie Company (ound on our website: www.FlamesOWar.com) or +35 points.

    indian CountryTe 101st Airbornes launched spoiler attacksagainst the Germans to put them on their backoot and orce them to have to react and deend.aylor likened his job to that o the US Cavalryduring the Indian Wars in the American West.

    A orce led by aylor may make an additionalReconnaissance Deployment move (see page 194 othe rulebook) with any non-reconnaissance platoon(even though its not a Reconnaissance Platoon),

    provided that the Reconnaissance Deploymentmove takes the whole platoon out o its deploymentarea.

    bringuPtHe gunS!During the ght at Son Bridge, aylor personallytracked down a parachute anti-tank gun andbrought it up to re on the advancing Germanarmour.

    When aylor is leading an Airborne Anti-tankPlatoon, it may use the German Stormtrooperspecial rule (see page 166 o the rulebook). Major

    General

    MaxWell

    taylor

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    ArmourName Mobility Front Side op Equipment and Notes Weapon Range ROF Anti-tankFirepower

    Tanks

    M3 or M3A1 Stuart Fully-tracked 3 2 1 Co-ax MG, Hull MG, AA MG, Light tank.M6 37mm gun 24/60cm 2 7 4+

    M5A1 Stuart Fully-tracked 4 2 1 Co-ax MG, Hull MG, AA MG, Light tank.M6 37mm gun 24/60cm 2 7 4+ Stabiliser.

    M3 Lee Fully-tracked 5 3 1 Co-ax MG, Cupola MG.M6 37mm gun 24/60cm 3 7 4+ Stabiliser.M2 75mm gun 32/80cm 2 9 3+ Hull-mounted, Smoke, Stabiliser.With long M3 75mm gun 32/80cm 2 10 3+ Hull-mounted, Smoke, Stabiliser.

    M4, M4A1 or M4A3 Sherman Fully-tracked 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.M3 75mm gun 32/80cm 2 10 3+ Smoke, Stabiliser.

    M4A1 (76mm) Sherman Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo.M1 76mm gun 32/80cm 2 12 3+ Stabiliser.

    supporT Weapons

    M4 81mm MMC Hal-tracked 1 0 0M1 81mm mortar 40/100cm - 2 6 Hull mounted, Portee, Smoke bombardment.

    30 75mm HMC Hal-tracked 1 0 0M1A1 75mm howitzer 16/40cm 2 6 3+ Hull mounted, Smoke.Firing bombardments 64/160cm - 3 6 Smoke bombardment.

    M8 Scott HMC Fully-tracked 3 2 0 .50 cal AA MG, Light tank.M1A1 75mm howitzer 16/40cm 2 6 3+ Smoke.Firing bombardments 64/160cm - 3 6

    M4 (105mm) Sherman Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo.M4 105mm howitzer 24/60cm 1 9 2+ Slow traverse, Smoke.Firing bombardments 48/120cm - 4 4+

    TankDesTroyers

    M6 37mm GMC Wheeled - - - M3 37mm gun 24/60cm 3 7 4+

    M3 75mm GMC Hal-tracked 1 0 0M1897 75mm gun 32/80cm 2 9 3+ Hull mounted, Smoke.

    M10 3in GMC Fully-tracked 4 2 0 .50 cal AA MG.M7 3in gun 32/80cm 2 12 3+ Slow traverse.

    M18 Hellcat GMC Fully-tracked 2 0 0 .50 cal AA MG, Light tank.M1 76mm gun 32/80cm 2 12 3+

    arTillery

    19 105mm HMC Hal-tracked 1 0 0 Awkward layout.M2 105mm howitzer 24/60cm 1 9 2+ Hull mounted, Smoke.Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M7 Priest HMC Fully-tracked 1 0 0 .50 cal AA MG.M2A1 105mm howitzer 24/60cm 1 9 2+ Hull mounted, Smoke.Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M12 155mm GMC Fully-tracked 0 0 0 Awkward layout.M1918M1 155mm gun 24/60cm 1 13 1+ Hull mounted, Bunker buster.Firing bombardments 104/260cm - 5 2+

    M4, M4A1, M4A3 Sherman OP Fully-tracked 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.M3 75mm gun 32/80cm 1 10 3+ Smoke.

    Vehicle Machine-guns

    Vehicle MG 16/40cm 3 2 6 ROF 1 i other weapons re.

    .50 cal Vehicle MG 16/40cm 3 4 5+ ROF 1 i other weapons re.

    Tank TeaMs

    10

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    ArmourName Mobility Front Side op Equipment and Notes Weapon Range ROF Anti-tankFirepower

    anTi-aircrafT

    M13 MGMC (win .50 cal) Hal-tracked 1 0 0 Awkward layout.M33 twin .50 cal MG 16/40cm 5 4 5+ Anti-aircrat.

    28E1 CGMC (37mm) Hal-tracked 0 0 0 Awkward layout. T28E1 37mm combination mount 24/60cm 4 5 4+ Anti-aircrat.

    M15 CGMC (37mm) Wheeled 1 0 0 Awkward layout. M15 37mm combination mount 24/60cm 4 5 4+ Anti-aircrat.

    M16 MGMC (Quad .50 cal) Hal-tracked 1 0 0 Awkward layout.M45 quad .50 cal MG 16/40cm 6 4 5+ Anti-aircrat.

    arMoureD cars

    M3A1 armoured car Jeep 1 0 0 .50 cal AA MG, two AA MG.

    M8 armored car Wheeled 1 0 0 Co-ax MG, .50 cal AA MG.M6 37mm gun 24/60cm 2 7 4+

    Mortar Jeep Jeep - - -M2 60mm mortar 24/60cm 2 1 3+ Can re over riendly troops.Firing bombardments 32/80cm - 1 6

    Recon Jeep Jeep - - -With AA MG 16/40cm 3 2 6With .50 cal AA MG 16/40cm 3 4 5+

    Armored Recon Jeep Jeep 0 0 0 Overloaded..50 cal AA MG 16/40cm 3 4 5+

    MiD-WarMonsTers14 Fully-tracked 9 5 2 Co-ax MG, Hull MG, Slow tank, Unreliable, Wide tracks

    M3 75mm gun 32/80cm 2 10 3+ Smoke, Stabiliser

    M6 heavy tank Fully-tracked 8 6 2 .50 cal AA MG, Slow tank, Unreliable, Wide tracksM7 3in gun 32/80cm 2 12 3+ Co-ax mount, Stabiliser.M6 37mm gun 24/60cm 3 7 4+ Co-ax mount, Stabiliser.win .50 cal MG 16/40cm 4 4 5+ Hull mounted, win MG. ROF 2 i other weapons re

    M27 medium tank Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Overloaded, UnreliableM1 76mm gun 32/80cm 2 12 3+ Stabiliser

    55 3in GMC Jeep 0 0 0 .50 cal AA MG.M7 3in gun 32/80cm 2 12 3+ Hull mounted

    eam Range ROF Anti-tank Firepower Notes

    Carbine team 8/20cm 1 1 6 Automatic ries.

    Rie team 16/40cm 1 2 6 Automatic ries.

    Rie/MG team 16/40cm 2 2 6

    SMG team 4/10cm 3 1 6 Full ROF when moving.

    Bazooka team 8/20cm 1 10 5+ ank assault 4.

    Flame-thrower team 4/10cm 2 - 6 Flame-thrower.

    Staf team cannot shoot Moves as a Heavy Gun team.

    aDDiTional TraininganD equipMenTPioneer teams are rated as ank Assault 3. eams with Gammon bombs are rated as ank Assault 3.

    InfanTry TeaMs

    Aircrat Weapon o Hit Anti-tank Firepower Notes

    P38 Lightning Cannon 3+ 7 5+Bombs 4+ 5 2+

    P-40 Warhawk MG 2+ 6 5+Bombs 4+ 5 2+

    P47 Tunderbolt MG 2+ 6 5+Bombs 4+ 5 1+

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    Weapon Mobility Range ROF Anti-tank Firepower Notes

    M2 .50 cal MG Man-packed 16/40cm 3 4 5+

    M1919 LMG team Man-packed 16/40cm 5 2 6 ROF 2 when pinned down.

    M1917 HMG team Man-packed 24/60cm 6 2 6 ROF 2 when pinned down.

    M2 60mm mortar Man-packed 24/60cm 2 1 3+ Can re over riendly troops.

    Firing bombardments 32/80cm - 1 6

    M1 81mm mortar Man-packed 40/100cm - 2 6 Smoke bombardment.

    4.2in Chemical mortar Light 48/120cm - 3 4+ Smoke bombardment.

    M2 .50 cal AA gun Heavy 16/40cm 4 4 5+ Anti-aircrat, urntable.

    M49 quad .50 cal AA gun Heavy 16/40cm 6 4 5+ Anti-aircrat, urntable.

    M1 Boors gun Immobile 24/60cm 4 6 4+ Anti-aircrat, urntable.

    M3 37mm gun Light 24/60cm 3 7 4+ Gun shield.

    M1 57mm gun Medium 24/60cm 3 10 4+ Gun shield, (No HE Midwar and D-1).

    M5 3in gun Immobile 32/80cm 2 12 3+ Gun shield.

    M1A1 75mm pack howitzer Light 16/40cm 2 6 3+ SmokeFiring bombardments 64/160cm - 3 6 Smoke bombardment

    M3 105mm light howitzer Heavy 16/40cm 1 7 2+ Smoke.Firing bombardments 56/140cm - 4 4+ Smoke bombardment.

    M2A1 105mm howitzer Immobile 24/60cm 1 9 2+ Gun shield, Smoke.Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M1 155mm howitzer Immobile 24/60cm 1 10 1+ Bunker buster, Gun shield, Smoke.Firing bombardments 88/220cm - 5 2+ Smoke bombardment.

    aDDiTional special rulesM1919 LMG teams and M2 60mm mortar teams may use the US special rule ruscott rot as i they were Inantry teams.

    Gun TeaMs

    Armour Vehicle Mobility Front Side op Equipment and Notes

    Trucks Jeep Jeep - - - Optional Passenger-red AA MG or .50 cal AA MG.

    Dodge -ton or GMC 2-ton truck Wheeled - - -

    DUKW truck Wheeled - - - Amphibious.

    high-speeD TracTorM5 high-speed tractor Fully-tracked - - - .50 cal AA MG

    arMoureD personnel carriersM2 or M3 hal-track Hal-tracked 1 0 0 Optional Passenger-red AA MG or .50 cal AA MG.

    M2 hal-track with M3 37mm gun Hal-tracked 1 0 0M3 37mm gun 24/60cm 3 7 4+ Hull-mounted.

    M20 utility Jeep 1 0 0 Passenger-red .50 cal AA MG.

    recoVeryanD engineerVehiclesM31 RV recovery vehicle Fully-tracked 5 3 0 Recovery vehicle.

    M32 RV recovery vehicle Fully-tracked 6 4 0 .50 cal AA MG, Recovery vehicle.

    Bulldozer Fully-tracked - - - Bulldozer, Very Slow.

    urretless M4 Sherman dozer Fully-tracked 6 4 0 Bulldozer.

    Pioneer Supply Handcart Wagon - - -

    TransporT TeaMs

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