mal en kleiner gedankengang zum calliope
+++ 1000pt Armies of the United States Roster (Platoon)) +++
Selections:
Armies of the United States (Platoon) Selections:
+ Headquarters + (60pts)
* Platoon Commander (60pts)
Regular Soldier (10pts)
* Second Lieutenant (50pts)
Regular (50pts)
+ Infantry + (480pts)
* Regular Infantry Squad (Late-War) (110pts)
2x BAR M1918A2 (10pts), 9x Soldier (90pts)
* NCO (10pts)
Rifle
* Regular Infantry Squad (Late-War) (110pts)
2x BAR M1918A2 (10pts), 9x Soldier (90pts)
* NCO (10pts)
Rifle
* Regular Infantry Squad (Late-War) (110pts)
2x BAR M1918A2 (10pts), 9x Soldier (90pts)
* NCO (10pts)
Rifle
* Veteran Infantry Squad (150pts)
2x BAR (10pts)
* NCO (14pts)
Rifle, Tough Fighters (1pts)
* 9x Soldier (126pts)
9x Tough Fighters (9pts) (Tough Fighters)
+ Infantry Support + (100pts)
* Bazooka Team (60pts)
(Crew (2), Shaped Charge, Team Weapon)
Regular (60pts)
* Mortar Team (40pts)
* Light Mortar Team (40pts)
(Crew (3), HE (D3), Indirect Fire, Team Weapon)
Regular (40pts)
+ Armoured Cars + (110pts)
* M8 Greyhound (110pts)
(Armoured Car, Coaxial MMG, Open Topped, Recce, Turret-mounted Light AT Gun)
Regular (110pts)
+ Tanks, Tank Destroyers, Self-propelled Artillery and Anti-Aircraft Vehicles + (250pts)
* M4 Sherman T34 Calliope (250pts)
(75MM AT-gun, Busy turret, Coaxial MMG, Forward Facing Hull Mounted MMG, Gyro Stabilized, Medium Tank, Multiple Launcher, Turret-mounted Medium AT Gun)
Regular (250pts), Turret-mounted multiple launcher
Roster Rule Summary:
* Air Superiority
* Fire And Manoeuvre
* Gyro-stabilisers
Selection Rule Summary:
* 75MM AT-gun: HE: Instead of causing D2 HE hits, an HE shell causes D6 hits.
* Armoured Car: Damage Value 7+
* Busy turret: You can fire either the turret's main gun (or coaxial MMG), or the multiple launcher, bht not both in the same turn.
* Coaxial MMG
* Crew (2)
* Crew (3)
* Forward Facing Hull Mounted MMG
* Gyro Stabilized
* HE (D3): Hits are multiplied by the modifier
Hits against infantry that reacts going Down are halved rounding down
If able to fire both HE and Anti-tank, when firing from Ambush, must specify which round is loaded
D3 Hits, 1 Pin Marker, +1 PEN
* Indirect Fire: Can target only units without minimum range
Requires 6 to hit on first attempt: -1 for each successive attempt if firer and target have not moved. If a hit is scored, all further attempts are at 2+
Can target enemy units even if friends are in the way, as long as it has line of sight
When firing at vehicles hits top armour and adds +1 PEN and +1 to Damage Rolls
Cannot be given Ambush orders
Can fire Smoke Screens
* Medium Tank: Damage Value 9+
* Multiple Launcher
* Open Topped: Can be Pinned by small arms fire
If damaged by assaulting infantry, open topped vehicle are Destroyed automatically
If hit by indirect HE fire, add +1 to PEN AND +1 to damage rolls
* Recce: If fired at or assaulted can attempt to Escape
* Shaped Charge: Suffers -1 on all rolls to hit
Never suffer -1 penalty at penetration for firing at long range
* Team Weapon: A minimum of two crew is required to fire at full effect. If only one crew is left, fires at -1 to hit and has -1 morale
* Tough Fighters
* Turret-mounted Light AT Gun
* Turret-mounted Medium AT Gun
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