Academy Of Street Fighting

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THE ACADEMY OF STREET FIGHTING Welcome to Stalingrad in the winter of 1942. A frozen hellhole blasted to rubble by months of continuous aerial and artillery bombardment. In the ruins of this onceproud city, hundreds of thousands of soldiers are fighting a desperate battle for survival.

Stalingrad became a crucible in which modern urban warfare tactics were forged. The principles developed during these battles were refined during the other urban battles of the war - in Budapest, Vienna and Berlin.

Hitler’s offensive into Russia has bogged down in the rasputitsa. The thrust towards the Volga has ground to a halt around Stalingrad, with the vital Caucasus oil fields tantalisingly close, but out of reach.

This supplement dives head first into the blasted ruin, pitting storming parties of Germans and Soviets against each other in three brand new scenarios for the experimental Firefight! rules.

Both sides attached significant propaganda value to the city, and capturing it would deliver a decisive blow that might change the course of the whole campaign.

These scenarios explore the kinds of engagements that were fought in the winter of 1942. Help Soviet scouts infiltrate a tank repair yard, or join an Axis assault group on a trench raid.

The Soviets are determined to hold their ground at all costs, fighting for every inch of the city. Since the Germans reached the outskirts in the summer, they have paid dearly for their gains.

Assemble your squads and join the Academy of Street Fighting!

TOP SECRET To join the Academy of Street Fighting, you’ll need the following equipment: • A copy of this publication • The Bolt Action 2nd Edition rulebook • Armies of the Soviet Union & Armies of Germany 2nd Edition • Enough miniatures to field two Firefight! forces (The Blitzkrieg Infantry and Soviet Infantry plastic sets are a fantastic starting point) • Six-sided dice and accessories (rulers, pin markers, etc) for both players

Inch-by-inch, house-by-house - the fighting rages on!

THE ACADEMY OF STREET FIGHTING 1

FIREFIGHT! TOP SECRET These skirmish rules allow you to play a different game of Bolt Action, one that uses a more limited area and fewer models. Each model acts individually (i.e. it is a unit, as opposed to being part of a unit) and the scope is limited to infantry and soft-skin vehicles. Except for that, these rules can be treated as a light version of the full Bolt Action rules.

FORCE SELECTION

Players create a force using the generic reinforced platoon selector on page 124 of the Bolt Action core rulebook or one of the many theatre selectors printed in our fantastic supplements. We suggest keeping this force very small – around 200 points or so should be a good starting point. The only exceptions to the normal force selection rules are that your force must consist of an officer, at least one infantry section, and no more than one specialist team. It cannot include: • Captains or higher ranks • Artillery (i.e. field artillery, anti-tank guns and anti-aircraft guns) • Armoured vehicles (i.e. any vehicle with an armour value of 7+ or better) When purchasing sections, reduce the minimum size from the usual 5 down to 2.

BOLT ACTION

Use this generic squad selector as a guide; Mandatory Selections • 1 Lieutenant - First or Second • 1 Infantry Section Optional Selections • 0-2 Infantry Sections • 0-1 Medic • 0-1 MG Team • 0-1 Mortar Team • 0-1 Sniper Team • 0-1 Flamethrower Team • 0-1 Anti-Tank Team

2

FORCE SELECTION

For the purpose of this skirmish version, each man from a squad acts as a ‘unit’ and moves individually. These units do not have to stay in formation. When you prepare to play, your force gets one order die for each model it comprises of.

GROUPING FOR ORDERS

An NCO or Officer can command more than just themselves. If you choose to activate an Officer then before you choose an action you have the opportunity to activate all the individuals within 12” with one command (pull the correct amount of order dice out the bag) they must all then be given the same order as the officer in question and act simultaneously with the chosen action. An NCO can issue orders in the same way but has a command range of 6”

ARMY SPECIAL RULES

For reasons of balance and fairness, the only safe way to deal with these is to say that in games of Firefight, no army special rules apply, unless the players agree otherwise. We assume that at such small scale, the differences between armies become much less relevant, as these rules often reflect the effects of training and organisation at a much higher organisational level.

ENGAGING SMALL TARGETS

As every man is obviously a small target, there is a -1 penalty to all shooting attacks. The only exception if the designated target is a vehicle.

MACHINE GUNS

If a weapon with multiple shots successfully hits an enemy soldier, it may resolve another attack against a different target within 6”, reducing the number of shots by 1. The machine gun can keep firing in this fashion until it misses an attack, or it runs out of shots.

HAND GRENADES

These small explosive devices were often employed to screen an assault, or break the back of an enemy counterattack. It is assumed that all units in Firefight! have access to hand grenades. On an Advance or Fire action, a unit may elect to throw a hand grenade instead. Resolve a 1” HE attack against a target within 6”.

SMOKE GRENADES

Used primarily as signal devices and to screen attacks, these handy grenades are an essential part of a soldier’s gear. It is assumed that all units in Firefight! have access to smoke grenades. On an Advance or Fire action, a unit may elect to throw a smoke grenade instead. Place a 3” smoke cloud anywhere within 6”. This area counts as soft cover and dense terrain.

PINNING AND MORALE

If a unit is under fire and a hit is achieved, put a pin marker next to the actual man who is the target. If he survives then when he is next activated, he has to take a leadership check at -1 to be issued the order, otherwise he must remain down – If the affected individual is within 6” of an NCO or 12” of an officer then use their leadership, if higher.

BREAK POINT

TEAMS

When your force has lost half or more of the models/dice it started the game with, it has reached its breaking point.

One model is always operating the weapon, while the other crewmen are armed with rifles or pistols.

Whenever your force suffers a casualty from then on (including the casualty that caused your force to reach the breaking point), you must take a Break test.

If a weapon has the Team Weapon special rule, this rule is ignored and replaced by the following:

When the weapon is fired, if there is a crewman model within 1” of the firing model (or the weapon itself, for the sake of aesthetics) who has not yet received an order this turn, you can declare that the crewman is acting as the assistant gunner or loader. When the weapon is fired, place the appropriate order die next to the model firing it, and an identical order die next to the crewman that is helping to fire it. This die is taken from the dice bag, and the crewman’s action is therefore spent for the turn. If no crewman helps with the firing, then the weapon suffers a –1 to hit. In addition, if the model carrying the team weapon is killed, any crewman of that team within 1” can pick up the weapon as they would be equally familiar with it (simply swap the models and remove the crewman model instead). If the model carrying the weapon is killed by Exceptional Damage, however, the other crewmen cannot pick up the weapon and so would continue to fight as a rifleman.

HIGH EXPLOSIVES

HE weapons normally inflict a variable number of hits. Instead, in Firefight! they inflict a single hit against the model that they are targeted at, and a single hit against all models (friends and foes!), within a certain range of the original target. This range varies with the size of the explosion, using the templates.

This is the same as a Morale check and is always taken by the force’s Officer. If the officer is not on the table, then one of the NCOs will do so. If there are no NCOs on the table, then the friendly model with the highest Morale currently on the table will take the test, but with an additional –1 Morale modifier. This Break Point rule replaces the negative modifier for Morale checks for losing Squad Leaders explained on page 23 of the Bolt Action rules, which does not apply at all in games of this type. If your force passes the Break test, the game continues as normal. If you fail a Break test, then your force surrenders, disperses or retreats – you immediately lose the game. TOP SECRET We’re still working on hammering these rules into shape what you see here is still experimental. You may find some circumstances where things don’t quite make sense. In these instances, use your best judgement. We’d love to hear your thoughts on how your games progressed. Get in touch with us via the Warlord Games facebook page, our forums or by e-mailing armies@ warlordgames.com!

FIREFIGHT!

Soviet Infantry in Snowsuits

3

RATTENKREIG The ruins of Stalingrad have spawned a new kind of war - the Rattenkreig. From the sewage-choked tunnels connecting the factories, to the shrapnelblasted rooftops, the Rat War is consuming the city, block by block. Every house has become a makeshift fortress - propped up with sandbags, ringed with rubble revetments and thickets of barbed wire. Inside, the Soviet defenders prepare to sell their lives dearly, making the invaders pay for every inch of ground taken. In the words of Joseph Stalin; “Not one step back!”

OPPOSING FORCES The Soviet player is the defender, bottled up inside one of Stalingrad’s many residential blocks. They should create a 200pt force using the Battle of Stalingrad Reinforced Platoon theatre selector from Armies of the Soviet Union. The German player is the attacker, leading storming parties into the city to crush any remaining centres of resistance. They should create a 400pt force using the 1942 - Stalingrad, Death on the Volga theatre selector from Armies of Germany 2nd Ed. TOP SECRET When creating your forces, make sure you refer to the special rules presented on page 2. In addition, the following guidelines apply when using a historical theatre selector. • The mandatory selections required by the selector are changed to 1 junior officer and 1 infantry section. • All additional selections are halved (rounded down) - 0-4 infantry sections becomes 0-2. 0-2 sniper teams becomes 0-1. To help you get into the action quicker, we’ve prepared two sample forces for this scenario. Elements of Shtrafbat 301 (Soviet Defenders) • Junior Lieutenant Kirilov + Attendant (Regular) • Commissar Alekseyev + Attendant (Inexperienced) • 1 NKVD NCO with an SMG (Regular) • 1 NKVD trooper with an SMG (Regular) • 2 NKVD troopers with rifles (Regular) • 1 NKVD trooper with an LMG (Regular) • 1 Shtrafbat NCO with a rifle (Inexperienced) • 5 Shtrafbat soldiers with rifles (Inexperienced)

SPECIAL RULES SEWER MOVEMENT The German reinforcements are using the city’s sewers so that they can emerge just about anywhere. Only infantry squads, headquarters teams and sniper teams can use sewer movement. The order test penalty to arrive when using sewer movement is doubled to -2 instead of the usual -1. If the test is successfully passed the unit may use an advance or run order to move onto the table from any ground-level point on the tabletop that is more than 6” away from any enemy model. If a FUBAR result is rolled by a unit attempting to use sewer movement, it gets hopelessly lost, suffocates or triggers a booby trap. The unfortunate unit is destroyed. COMMAND AND CONTROL Even for the most experienced troops, urban operations can be a tactical nightmare, with leaders losing track of their troops in the swirling melee. To represent this, both sides are affected by the following special rules. At the end of the first turn, one of each player’s units must remain on Down or Ambush orders and their die is not returned to the bag. If none of a player’s units are currently on Down or Ambush orders, the opposing player may select one unit at the end of the turn and change their orders to Ambush or Down (in which case the unit immediately loses a pin marker if it had one), Headquarters units may never be chosen for this purpose as their motivation and communications are generally superior. This command breakdown effect is cumulative, so at the end of the second turn two units must remain on Down or Ambush orders, at the end of the third turn three units must remain on Down or Ambush and so on.

Elements of 577th Infantry Regiment (German Defenders) • Oberleutnant Stahl + Attendant (Veteran) • 1 Heer Infantry NCO with an SMG (Regular) • 4 Heer Infantry soldiers with rifles (Regular) • 1 Heer Pioneer NCO with an SMG (Veteran) • 2 Heer Pioneer soldiers with SMGs (Veteran) • 1 Heer Pioneer soldier with flamethrower (Veteran) • 1 Heer Pioneer soldier with rifle (Veteran) • 1 Medium machine gun team (Veteran) • 1 Sniper team (Veteran) • 1 Light mortar team (Veteran) German Pioniers

4

SETUP

The Soviet player deploys their force anywhere in the marked area. The German player divides their force into two waves. The first wave moves onto the table on Turn 1. From Turn 2 onwards, the second wave may attempt to enter the battlefield using the sewers (see the special rules.)

FIRST TURN

The battle begins. During turn 1 the German player must bring his first wave onto the table. These units can enter the table from any table edge and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION

During this battle, the special rules for night fighting are in effect. (See Bolt Action 2nd edition page 219-221) We recommend using the Flare! variant, although players can roll randomly.

Keep a count of how many turns have elapsed as the game is played. At the end of turn 7, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

OBJECTIVES

VICTORY!

The German player must storm the target building, neutralising any resistance - they must move as many units as they can into the defender’s setup zone. The Soviet player must try and stop them.

PREPARATORY BOMBARDMENT

The German player rolls a die: on a 2+, a preparatory bombardment strikes the enemy position. (See Bolt Action 2nd edition page 131) On a 1, the barrage fails to materialise but the attack must go ahead as planned.

At the end of the game, calculate who as won by adding up the Victory Points as follows: The German player gains 3 Victory Points for each friendly unit inside the enemy setup zone. The Soviet player gains 2 Victory Points for each enemy unit destroyed.

5

TRENCH RAID While the Rattenkreig rages back and forth across the cities, both sides attempt to consolidate on their modest territory gains. Engineers cut trenches and build barricades across streets and public parks, utilising abandoned vehicles and trams to reinforce their defences. With the dawn light breaking over the blasted city, raiding parties sally forth across no man’s land. Exhausted sentries are excellent targets for capture and interrogation.

OPPOSING FORCES The Soviet player is the attacker, stalking across no man’s land in search of intel. They should create a 250pt force using the Battle of Stalingrad Reinforced Platoon theatre selector from Armies of the Soviet Union. The German player is the defender, patrolling a section of the frontline. They should create a 250pt force using the 1942 - Stalingrad, Death on the Volga theatre selector from Armies of Germany 2nd Ed. TOP SECRET When creating your forces, make sure you refer to the special rules presented on page 2. In addition, the following guidelines apply when using a historical theatre selector. • The mandatory selections required by the selector are changed to 1 junior officer and 1 infantry section. • All additional selections are halved (rounded down) - 0-4 infantry sections becomes 0-2. 0-2 sniper teams becomes 0-1. To help you get into the action quicker, we’ve prepared two sample forces for this scenario. Elements of 15th Guards Rifle Division (Soviet Attackers) • Junior Lieutenant Sokolov + Attendant (Regular) • 1 Guards NCO with an SMG (Regular) • 1 Guards soldier with an SMG (Regular) • 4 Guards soldiers with rifles (Regular) • 1 Assault Engineer NCO with an SMG and body armour (Veteran) • 2 Assault Engineers with rifles and body armour (Veteran) • 1 Sniper Team (Veteran) Elements of 577th Infantry Regiment (German Defenders) • Leutnant Gruber + Attendant (Regular) • 1 Heer Infantry NCO with an SMG (Regular) • 3 Heer Infantry soldiers with rifles (Regular) • 1 Heer Infantry soldier with an LMG (Regular) • 1 Heer Infantry NCO with an SMG (Veteran) • 1 Heer Infantry soldier with an SMG (Veteran) • 1 Heer Infantry soldier with an LMG (Veteran) • 1 Medium machine gun team (Regular)

6

SPECIAL RULES RUBBLE When buildings are destroyed they leave behind a big pile of rubble. Attackers found that, if anything, rubble was even worse to assault than the buildings it had replaced; instead of having obvious doors and windows to cover as they advanced, they found defenders might be lurking literally anywhere. Rubble counts as rough ground for movement purposes. The plentiful hiding places rubble provides means the hit modifier it provides for infantry occupying it depends on a unit’s current orders, as it is very important what a squad is actually supposed to be doing when they come under fire inside rubble. Rubble counts as hard cover when shot across at targets behind it, but when shooting against a unit that has the majority of its models inside the rubble, the following modifiers apply instead of the normal –2 hard cover modifier. Target Orders

To Hit Modifier

No Orders, Ambush or Down*

-3

Fire or Rally

-2

Advance

-1

*Cumulative with Down Modifier

DIGGING IN At least half of the German force must be Dug In at the start of the game. These units must be deployed on the tabletop at the start of the scenario. Dug In units are still placed on the table in the usual way, and must be marked in some fashion to show that they are Dug In – any distinct token or marker will do. A Dug In unit counts as ‘Down’ when shot at, even if it’s not Down (additional –1 to be hit and the number of hits from HE is halved rounding down). If the unit does go ‘Down’ while Dug In, the benefits of being Down are doubled (i.e. –2 to be hit and only one-quarter damage from HE). Being Dug In offers no additional protection or benefit against enemy assaults. Units count as Dug In until they’re ordered to Advance or Run. If possible mark the locations of vacated foxholes and trenches so that they can be re-occupied or captured by the enemy later.

SETUP

The German player deploys their force anywhere in the marked area. The Soviet player divides their force into two waves. The first wave moves onto the table on Turn 1. From Turn 2 onwards, the second wave may attempt to enter the battlefield by outflanking.

FIRST TURN

The battle begins. During turn 1 the Soviet player must bring his first wave onto the table. These units can enter the table from any table edge and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION

During this battle, the special rules for night fighting are in effect. (See Bolt Action 2nd edition page 219-221) We recommend using the Dawn Assault variant, although players can roll randomly.

Keep a count of how many turns have elapsed as the game is played. At the end of turn 7, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

OBJECTIVES

VICTORY!

The Soviet player must capture at least one prisoner - any unit can capture a prisoner by defeating an enemy unit in close assault. Once a prisoner has been captured, it must be extracted by moving the unit off the table from the Soviet player’s table edge.

At the end of the game, calculate who as won by adding up the Victory Points as follows: The Soviet player gains 3 Victory Points for each prisoner captured. The German player gains 1 Victory Point for each enemy unit destroyed.

Soviet Assault Engineers

The German player must resist the Soviet assault.

7

SABOTAGE The confused nature of urban warfare allows small parties to slip through enemy lines and wreak havoc in their logistical train. Fuel depots, ammunition dumps and motor pools make excellent targets for these motivated groups of special forces. With night falling over Stalingrad, a hand-picked group of Soviet scouts attempt a daring raid on an enemy installation. Depriving the enemy of their supplies could tip the fragile balance of power in the city!

OPPOSING FORCES The Soviet player is the attacker, carefully infiltrating the enemy rear areas. They should create a 300pt force using the Battle of Stalingrad Reinforced Platoon theatre selector from Armies of the Soviet Union. The German player is the defender, protecting their vulnerable logistical train from attack. They should create a 250pt force using the 1942 - Stalingrad, Death on the Volga theatre selector from Armies of Germany 2nd Ed. TOP SECRET When creating your forces, make sure you refer to the special rules presented on page 2. In addition, the following guidelines apply when using a historical theatre selector. • The mandatory selections required by the selector are changed to 1 junior officer and 1 infantry section. • All additional selections are halved (rounded down) - 0-4 infantry sections becomes 0-2. 0-2 sniper teams becomes 0-1. To help you get into the action quicker, we’ve prepared two sample forces for this scenario. Elements of 15th Guards Rifle Division (Soviet Attackers) • Senior Lieutenant Malenkov + Attendant (Veteran) • 1 Soviet Scout NCO with an SMG (Veteran) • 4 Soviet Scouts with SMGs (Veteran) • 1 Guards NCO with an SMG (Regular) • 1 Guards soldier with an LMG (Regular) • 1 Guards soldier with an SMG (Regular) • 1 Medium machine gun team (Veteran)

SPECIAL RULES DIGGING IN At least half of the German force must be Dug In at the start of the game. These units must be deployed on the tabletop at the start of the scenario. Dug In units are still placed on the table in the usual way, and must be marked in some fashion to show that they are Dug In – any distinct token or marker will do. A Dug In unit counts as ‘Down’ when shot at, even if it’s not Down (additional –1 to be hit and the number of hits from HE is halved rounding down). If the unit does go ‘Down’ while Dug In, the benefits of being Down are doubled (i.e. –2 to be hit and only one-quarter damage from HE). Being Dug In offers no additional protection or benefit against enemy assaults. Units count as Dug In until they’re ordered to Advance or Run. If possible mark the locations of vacated foxholes and trenches so that they can be re-occupied or captured by the enemy later. SUPPLY & DEMAND During setup, before any units are deployed, place three objective markers in the indicated area. These must be placed at least 6” apart. These markers could represent artillery guns, trucks, fuel tanks or stacks of crates. Appropriate models can be used to represent these objectives, alternatively use a marker (such as a spare base) at least 40mm in diameter. DEMOLITIONS All Soviet units are equipped with demolition charges. If a Soviet unit is issued with a Down order while adjacent to an objective marker, they have placed an explosive charge, which will detonate at the start of the next turn. When the charge detonates, any unit within 3” of the marker suffers a single hit.

Elements of 577th Infantry Regiment (German Defenders) • Leutnant Dorffman + Attendant (Regular) • 1 Heer Infantry NCO with a rifle (Regular) • 2 Heer Infantry soldiers with rifles (Regular) • 1 Heer Infantry soldier with an LMG (Regular) • 1 Heer Infantry NCO with a rifle (Regular) • 2 Heer Infantry soldiers with rifles (Regular) • 1 Medium machine gun team (Regular) • 1 Sniper team (Regular)

Soviet Scouts

8

SETUP

The German player deploys their force anywhere in the marked area. The Soviet player divides their force into two waves. The first wave moves onto the table on Turn 1. From Turn 2 onwards, the second wave may attempt to enter the battlefield by outflanking.

FIRST TURN

The battle begins. During turn 1 the Soviet player must bring his first wave onto the table. These units can enter the table from any table edge and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION

During this battle, the special rules for night fighting are in effect. (See Bolt Action 2nd edition page 219-221) We recommend using the Night Fight variant, although players can roll randomly.

Keep a count of how many turns have elapsed as the game is played. At the end of turn 7, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

OBJECTIVES

VICTORY!

The Soviet player must cause as much damage as possible by destroying as many objective markers as they can. The German player must resist the Soviet assault.

At the end of the game, calculate who as won by adding up the Victory Points as follows: The Soviet player gains 3 Victory Points for each prisoner captured. The German player gains 1 Victory Point for each enemy unit destroyed.

German Snipers

9

OPTIONAL EXTRAS We’ve included some tools to help you add some additional colour to your squad. Use the following tables to create a cast of characters worthy of any war movie!

NAMES

Roll 3d6 on the table below to find a name for your soldier. SOVIET NAMES Roll

Russian Names

Ukranian Names

Georgian Names

3

Igor

Roman

Mamuka

4

Pasha

Alexei

Nika

5

Yarik

Yakiv

Tamar

6

Dmitri

Anatoli

Aleksandre

7

Lavrenty

Stanislav

Zurab

8

Pavel

Vitali

Gabriel

9

Kirill

Anton

Eka

10

Grisha

Sasha

Nikusha

11

Yevgeniy

Yuri

Rostom

12

Arkadi

Ruslan

Toma

13

Kolya

Vyacheslav

Saba

14

Dima

Nikita

Lado

15

Oleg

Anton

Ramazi

16

Gennadi

Ilya

Pridoni

17

Valentin

Yaroslav

Tengiz

18

Stepan

Artem

Konstantine

AXIS NAMES

10

Roll

German Names

Romanian Names

Hungarian Names

3

Timo

Dragos

Miklos

4

Torsten

Valentin

Lazar

5

Emil

Filip

Erik

6

Manfred

Darius

Gabor

7

Gerhardt

Anton

Soma

8

Friedrich

Luca

Ivan

9

Gunter

Ciprian

Kristof

10

Otto

Andrei

Gyorgy

11

Franz

Timotei

Miksa

12

Walther

Bogdan

Armin

13

Werner

Petru

Orban

14

Hermann

Nicu

Rudi

15

Bruno

Gabriel

David

16

Jurgen

Eduard

Pista

17

Kaspar

Vali

Tamas

18

Klaus

Paul

Dominik

RANKS

Choose an appropriate rank for your soldier, NCO or officer from the table below. SOVIET RANKS Rank

US Equivalent

Private

Private

Efreitor

Private First Class

Junior Sergeant

Corporal

Sergeant

Sergeant

Senior Sergeant

Staff Sergeant

Starshina

Sergeant Major

Lieutenant

Second Lieutenant

Senior Lieutenant

First Lieutenant

Insignia

GERMAN RANKS Rank

US Equivalent

Soldat

Private

Obersoldat

Private First Class

Gefreiter

Lance Corporal

Unteroffizier

Corporal

Unterfeldwebel

Sergeant

Feldwebel

Staff Sergeant

Oberfeldwebel

Sergeant Major

Leutnant

Second Lieutenant

Oberleutnant

First Lieutenant

Insignia

BACKGROUNDS

Roll 2d6 on the table below to determine the soldier’s prewar profession or background. Roll

Background

2

Aristocrat

3

Professional Soldier

4

Gamekeeper

5

Shopkeeper

6

Factory Worker

7

Farmhand

8

Civil Servant

9

Teacher

10

Criminal

11

Policeman

12

Secret Policeman

CHARACTER DETAILS

Roll 3d6 on the table below to add a quirk or detail to your soldier. These could make for some interesting modelling opportunities.

GERMAN DECORATIONS Decoration

Bonus

Criteria

Knight’s Cross of the Iron Cross

+1 Morale (Max 11)

Awarded for exceptional leadership or military valour. Can be awarded posthumously.

Iron Cross

+1 Morale (Max 11)

Awarded for showing bravery in battle or for some outstanding contribution to the war effort. Can be awarded posthumously.

Wound Badge in Black

-

Awarded for being wounded once or twice by hostile action.

Wound Badge in Silver

-

Awarded for being wounded by hostile action three or four times.

Wound Badge in Gold

-

Awarded for being wounded by hostile action five times or more. Can be awarded posthumously.

Infantry Assault Badge

Tough Fighters Special Rule

Awarded for participating in 3 of the following: • An infantry assault • An armed reconnaissance • Hand-to-hand combat • The restablishment of a combat position.

Combat Clasp in Bronze

Fanatics Special Rule

Awarded for participating in 15 close combat battles.

Roll

Detail

3

Bad Eyesight

4

Non-regulation Facial Hair

5

Scruffy Appearance

6

Immaculate Uniform

7

Captured Weapon

Decoration

Bonus

Criteria

8

Bloodthirsty

9

Pack Rat

Order of Lenin

+1 Morale (Max 11)

10

Chainsmoker

Awarded for exemplary service during combat operations.

11

Battle Scars

12

Nervous tick

Order of the Red Banner

+1 Morale (Max 11)

13

Non-regulation Uniform Item

14

Weighed down with Plunder

Awarded for heroism in combat or otherwise extraordinary accomplishments of military valour.

15

Hulking Physique

16

Scrawny Build

Medal “For Courage”

Tough Fighters Special Rule

17

Cowardly

18

Non-regulation tattoos

Awarded for personal courage and valour displayed in defending the motherand during the performance of military duties.

Medal “For Battle Merit”

Fanatics Special Rule

Awarded for a combat action resulting in a military success

Wound Stripe (Red)

-

Awarded for recieving a minor wound during battle.

Wound Stripe (Yellow)

-

Awarded for recieving a serious wound that required medical attention.

MEDALS AND DECORATIONS

After a scenario, consider the following list of medals and the criteria for awarding them, and see if any of your squad are eligible for a decoration. In addition to earning the admiration of their peers, that model gains a bonus depending on the decoration.

SOVIET DECORATIONS

This is not an exhaustive list of military decorations in either the Third Reich or the Soviet Union, and if you have any others that fit your own campaign, feel free to award them. German Panzer Crew

11

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