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2 US Armoured Infantry Platoon - WarGameVault

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<strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong>2 <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong>The <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong>s’ primary role was to support the fast moving <strong>Armoured</strong> Divisions. Since the <strong>US</strong>Army was not suffering from a shortage of war material their units were completely motorized. Therefore they couldkeep up with the tank forces and back them up where they were needed most.Their platoon organization was different in armament and size compared to the more cumbersome Rifle <strong>Platoon</strong>s.<strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong> Organisation ChartYou may include the following Elements in your force obeying the minimum and maximum units listed for each.You may take one force for every 1.500 points in your army.1 HQ Elements (The <strong>Platoon</strong> commanding Lieutenant and his staff)1-2 Combat Elements (The Squads of the <strong>Platoon</strong>)0-3 Fast or Light Support Elements (This includes <strong>Platoon</strong> and Company Support Teams, <strong>Armoured</strong> Carsetc. - Please note also that transport vehicles taken as a unit option are not counted towards SupportElements.)0-3 Heavy Support Elements (Regimental Support Teams, Tanks and very heavy gun Support.)Command VehicleUp to one Vehicle may benefit from the Command Vehicle Special for + 50 points. The vehicle then counts as a HQElement.Smoke DischargerSample fileUp to three Vehicles may benefit from the Smoke Discharger Vehicle Special Property for + 10 points each.Note: The <strong>Armoured</strong> <strong>Infantry</strong> as show in this book was first deployed around 1943, presumably in Italy. If you wantto play earlier campaigns – like North Africa – it is recommended to use the Rifle <strong>Platoon</strong> list.The <strong>US</strong> Army did not use the Rifle Grenade launcher until 1943. Do not use the Grenade Launcher fitting for theM1-Garand (Option for the <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong> Command and the <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> Squad) for anygame taking place before 1943.2.1 Mid WarHQ ElementThe Grenade Launcher option is not available.Combat ElementThe Grenade Launcher option is not available.Heavy Support ElementNo M24 ChaffeeNo M4A3 (76) W ShermanNo M4A3 (75) W ShermanNo M4A3E8(76)W HVSS Sherman5


<strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong> HQ Element2.2 <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong> HQ ElementThe following are all the HQ Elements available to an <strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong>.<strong>US</strong> <strong>Armoured</strong> <strong>Infantry</strong> <strong>Platoon</strong> Command - 280 pointsCommand Section: Lieutenant (unit leader) with M1-Carbine, Staff Sergeant with M1-Carbine, Squad Sergeantwith M1-Carbine, 8 Privates with M1-Garand.Type Critical Hit Save Ld AbilityLieutenant 6+ 4+ 6+ 7 Command, Dedicated, IndividualStaff /Squad Sergeant 6+ 4+ 6+ 6 DedicatedPrivate 6+ 4+ 6+ 4 DedicatedGroup- or Multibased <strong>Infantry</strong> stats:Command Team: 1 <strong>Infantry</strong> Stand with Lieutenant (unit leader) with M1-Carbine, Staff Sergeant with M1-Carbine, 3 Privates withM1-Garand.Rifle Team: 1 <strong>Infantry</strong> Stand with Squad Sergeant with M1-Carbine, 5 Privates with M1-Garand.Type Critical Hit Save Ld AbilityCommand Team 6+ 4+ 6+ 7 Command, Dedicated, HP/5Rifle Team 6+ 4+ 6+ 6 Dedicated, HP/6Options: The Lieutenant, Staff Sergeant and / or Squad Sergeant may swap their M1-Carbine for a SMG or M1-Garand for +0 points. One Private may be equipped with a Grenade Launcher fitting for his M1-Garand for +10 points each. One Private may swap his M1-Garand for a M1918 BAR for +30 points. One Private may swap his M1-Garand for a Scoped M1-Garand for +15 points. One Private may be upgraded to a “Walkie Talkie” Radioman for +10 points. The Private gains the RadioAbility. One Private may be upgraded to a Medic for +10 points. The Private gains the Medic Ability. Up to two Privates with M1-Garand rifle may be removed for -15 points each. If Group- or Multibasedadjust the HP/X ability accordingly and note that both models cannot be removed from the same team. This unit may purchase up to 3 successfully resolved Air/Artillery Strikes. A Light Air/Artillery Strike costs+30 points per successful use, a Precision Air Strike costs +40 points while a Heavy Air/Artillery Strikecosts +60 points per successful use. The unit must be mounted in a M3 / M3A1 Halftrack for +85 points.Sample fileWeapon U/T Range Damage FeaturesGrenade Launcher 2 24” D6 Blast/2”, Save/-1Heavy Air/Artillery Strike 3 LoS 2xD6+2H Blast/4“, One-ShotLight Air/Artillery Strike 3 LoS D6 Blast/4“, One-ShotM1918 BAR 3 36” 3xD6 SuppressionM1-Carbine 3 18” 2xD6 -M1-Garand 3 24” D6 SuppressionPrecision Air Strike 3 LoS D10+2 Blast/2”, One-Shot, Re-Roll, Save/-2Scoped M1-Garand 2 36” 2xD6H Scoped, SuppressionSMG 3 12” 3xD6 -6

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