Academy of Street Fighting

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THE ACADEMY OF STREET FIGHTING

Welcome to Stalingrad in the winter of 1942. A frozen Stalingrad became a crucible in which modern
hellhole blasted to rubble by months of continuous aerial urban warfare tactics were forged. The principles
and artillery bombardment. In the ruins of this once- developed during these battles were refined during
proud city, hundreds of thousands of soldiers are fighting a the other urban battles of the war - in Budapest,
desperate battle for survival. Vienna and Berlin.

Hitler’s offensive into Russia has bogged down in the This supplement dives head first into the blasted
rasputitsa. The thrust towards the Volga has ground to a ruin, pitting storming parties of Germans and
halt around Stalingrad, with the vital Caucasus oil fields Soviets against each other in three brand new
tantalisingly close, but out of reach. scenarios for the experimental Firefight! rules.

Both sides attached significant propaganda value to the These scenarios explore the kinds of engagements
city, and capturing it would deliver a decisive blow that that were fought in the winter of 1942. Help Soviet
might change the course of the whole campaign. 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 Assemble your squads and join the Academy of
Germans reached the outskirts in the summer, they have Street Fighting!
paid dearly for their gains.

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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 GROUPING FOR ORDERS
These skirmish rules allow you to play a different game of An NCO or Officer can command more than just
Bolt Action, one that uses a more limited area and fewer themselves.
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 If you choose to activate an Officer then before you choose
can be treated as a light version of the full Bolt Action rules.
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
FORCE SELECTION must all then be given the same order as the officer in
Players create a force using the generic reinforced
question and act simultaneously with the chosen action.
platoon selector on page 124 of the Bolt Action
core rulebook or one of the many theatre selectors
An NCO can issue orders in the same way but has a
printed in our fantastic supplements.
command range of 6”
We suggest keeping this force very small – around ARMY SPECIAL RULES
200 points or so should be a good starting point. For reasons of balance and fairness, the only safe way
to deal with these is to say that in games of Firefight,
The only exceptions to the normal force selection no army special rules apply, unless the players agree
rules are that your force must consist of an officer, otherwise.
at least one infantry section, and no more than one
specialist team. It cannot include: We assume that at such small scale, the differences
• Captains or higher ranks between armies become much less relevant, as these rules
• Artillery (i.e. field artillery, anti-tank guns and often reflect the effects of training and
anti-aircraft guns) organisation at a much higher organisational level.
• Armoured vehicles (i.e. any vehicle with an
armour value of 7+ or better) ENGAGING SMALL TARGETS
As every man is obviously a small target, there is a -1
When purchasing sections, reduce the minimum penalty to all shooting attacks.
size from the usual 5 down to 2.
The only exception if the designated target is a
Use this generic squad selector as a guide; vehicle.
Mandatory Selections
• 1 Lieutenant - First or Second
MACHINE GUNS
If a weapon with multiple shots successfully hits an enemy
• 1 Infantry Section
soldier, it may resolve another attack against a different
Optional Selections
target within 6”, reducing the number of shots by 1.
• 0-2 Infantry Sections
• 0-1 Medic
The machine gun can keep firing in this fashion until it
• 0-1 MG Team
misses an attack, or it runs out of shots.
• 0-1 Mortar Team
• 0-1 Sniper Team
• 0-1 Flamethrower Team HAND GRENADES
• 0-1 Anti-Tank Team These small explosive devices were often employed to
screen an assault, or break the back of an enemy counter-
FORCE SELECTION
BOLT ACTION

attack. It is assumed that all units in


For the purpose of this skirmish version, each man Firefight! have access to hand grenades.
from a squad acts as a ‘unit’ and moves individually.
These units do not have to stay in formation. When On an Advance or Fire action, a unit may elect to throw
you prepare to play, your force gets one order die for a hand grenade instead. Resolve a 1” HE attack against a
each model it comprises of. target within 6”.

2
SMOKE GRENADES PINNING AND MORALE
Used primarily as signal devices and to screen If a unit is under fire and a hit is achieved, put a pin
attacks, these handy grenades are an essential part of a marker next to the actual man who is the target. If
soldier’s gear. It is assumed that all units in he survives then when he is next activated, he has to
Firefight! have access to smoke grenades. take a leadership check at -1 to be issued the order,
otherwise he must remain down – If the affected
On an Advance or Fire action, a unit may elect to throw a individual is within 6” of an NCO or 12” of an
smoke grenade instead. Place a 3” smoke cloud anywhere officer then use their leadership, if higher.
within 6”. This area counts as soft cover and dense terrain.
BREAK POINT
When your force has lost half or more of the
TEAMS models/dice it started the game with, it has reached
If a weapon has the Team Weapon special rule, this rule is its breaking point.
ignored and replaced by the following:
Whenever your force suffers a casualty from then
One model is always operating the weapon, while the on (including the casualty that caused your force
other crewmen are armed with rifles or pistols. to reach the breaking point), you must take a Break
test.
When the weapon is fired, if there is a crewman model
within 1” of the firing model (or the weapon itself, for the This is the same as a Morale check and is always
sake of aesthetics) who has not yet received an order this taken by the force’s Officer. If the officer is not on
turn, you can declare that the crewman is acting as the the table, then one of the NCOs will do so. If there
assistant gunner or loader. are no NCOs on the table, then the friendly model
with the highest Morale currently on the table will
When the weapon is fired, place the appropriate order die take the test, but with an additional –1 Morale
next to the model firing it, and an identical order die next modifier.
to the crewman that is helping to fire it. This die is taken
from the dice bag, and the crewman’s action is therefore This Break Point rule replaces the negative modifier
spent for the turn. If no crewman helps with the firing, for Morale checks for losing Squad Leaders
then the weapon suffers a –1 to hit. explained on page 23 of the Bolt Action rules, which
does not apply at all in games of this type.
In addition, if the model carrying the team weapon is
killed, any crewman of that team within 1” can pick up the If your force passes the Break test, the game
weapon as they would be equally familiar with it (simply continues as normal. If you fail a Break test, then
swap the models and remove the crewman model instead). your force surrenders, disperses or retreats – you
If the model carrying the weapon is killed by Exceptional immediately lose the game.
Damage, however, the other crewmen cannot pick up the
weapon and so would continue to fight as a rifleman.
TOP SECRET

HIGH EXPLOSIVES We’re still working on hammering these rules into shape -
what you see here is still experimental. You may find some
HE weapons normally inflict a variable number of hits. circumstances where things don’t quite make sense. In these
Instead, in Firefight! they inflict a single hit against the instances, use your best judgement.
model that they are targeted at, and a single hit against We’d love to hear your thoughts on how your games
all models (friends and foes!), within a certain range of progressed. Get in touch with us via the Warlord Games
facebook page, our forums or by e-mailing armies@
the original target. This range varies with the size of the warlordgames.com!
explosion, using the templates.
Soviet Infantry in Snowsuits
FIREFIGHT!

3
RATTENKREIG
The ruins of Stalingrad have spawned a new kind SPECIAL RULES
of war - the Rattenkreig. From the sewage-choked
tunnels connecting the factories, to the shrapnel- SEWER MOVEMENT
The German reinforcements are using the city’s sewers so
blasted rooftops, the Rat War is consuming the city,
that they can emerge just about anywhere. Only infantry
block by block. Every house has become a makeshift
squads, headquarters teams and sniper teams can
fortress - propped up with sandbags, ringed with
use sewer movement.
rubble revetments and thickets of barbed wire.
Inside, the Soviet defenders prepare to sell their lives
The order test penalty to arrive when using sewer
dearly, making the invaders pay for every inch of
movement is doubled to -2 instead of the usual -1. If the
ground taken.
test is successfully passed the unit may use an advance or
run order to move onto the table from any ground-level
In the words of Joseph Stalin; “Not one step back!”
point on the tabletop that is more than 6” away from any
OPPOSING FORCES enemy model.
The Soviet player is the defender, bottled up inside If a FUBAR result is rolled by a unit attempting to use
one of Stalingrad’s many residential blocks. They sewer movement, it gets hopelessly lost, suffocates or
should create a 200pt force using the Battle of triggers a booby trap. The unfortunate unit is destroyed.
Stalingrad Reinforced Platoon theatre selector
from Armies of the Soviet Union.
COMMAND AND CONTROL
Even for the most experienced troops, urban operations
The German player is the attacker, leading storming can be a tactical nightmare, with leaders losing track of
parties into the city to crush any remaining centres their troops in the swirling melee. To represent this, both
of resistance. They should create a 400pt force using sides are affected by the following special rules.
the 1942 - Stalingrad, Death on the Volga theatre
selector from Armies of Germany 2nd Ed. At the end of the first turn, one of each player’s units
must remain on Down or Ambush orders and their die
TOP SECRET
is not returned to the bag. If none of a player’s units are
When creating your forces, make sure you refer to the
special rules presented on page 2. In addition, the following
currently on Down or Ambush orders, the opposing
guidelines apply when using a historical theatre selector. player may select one unit at the end of the turn and
• The mandatory selections required by the selector are
changed to 1 junior officer and 1 infantry section.
change their orders to Ambush or Down (in which case
• All additional selections are halved (rounded down) the unit immediately loses a pin marker if it had one),
- 0-4 infantry sections becomes 0-2. 0-2 sniper teams
becomes 0-1.
Headquarters units may never be chosen for this purpose
as their motivation and communications are generally
To help you get into the action quicker, we’ve prepared two
sample forces for this scenario.
superior.
Elements of Shtrafbat 301 (Soviet Defenders)
• Junior Lieutenant Kirilov + Attendant (Regular)
This command breakdown effect is cumulative, so at
• Commissar Alekseyev + Attendant (Inexperienced) the end of the second turn two units must remain on
• 1 NKVD NCO with an SMG (Regular)
• 1 NKVD trooper with an SMG (Regular)
Down or Ambush orders, at the end of the third turn
• 2 NKVD troopers with rifles (Regular) three units must remain on Down or Ambush and so on.
• 1 NKVD trooper with an LMG (Regular)
• 1 Shtrafbat NCO with a rifle (Inexperienced)
• 5 Shtrafbat soldiers with rifles (Inexperienced)

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 FIRST TURN
The Soviet player deploys their force anywhere in the The battle begins. During turn 1 the German player
marked area. must bring his first wave onto the table. These units
can enter the table from any table edge and must be
The German player divides their force into two waves. given either a Run or Advance order. Note that no
The first wave moves onto the table on Turn 1. From Turn order test is required to move units onto the table as
2 onwards, the second wave may attempt to enter the part of the first wave.
battlefield using the sewers (see the special rules.)
GAME DURATION
During this battle, the special rules for night fighting are Keep a count of how many turns have elapsed as the
in effect. (See Bolt Action 2nd edition page 219-221) We game is played. At the end of turn 7, roll a die. On a
recommend using the Flare! variant, although players can result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6
roll randomly. play one further turn.

OBJECTIVES VICTORY!
The German player must storm the target building, At the end of the game, calculate who as won by
neutralising any resistance - they must move as many units adding up the Victory Points as follows: The
as they can into the defender’s setup zone. The Soviet German player gains 3 Victory Points for each
player must try and stop them. friendly unit inside the enemy setup zone. The
Soviet player gains 2 Victory Points for each enemy
PREPARATORY BOMBARDMENT unit destroyed.
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.
5
TRENCH RAID
While the Rattenkreig rages back and forth across SPECIAL RULES
the cities, both sides attempt to consolidate on their
modest territory gains. Engineers cut trenches and RUBBLE
When buildings are destroyed they leave behind a big pile
build barricades across streets and public parks,
of rubble. Attackers found that, if anything, rubble was
utilising abandoned vehicles and trams to reinforce
even worse to assault than the buildings it had replaced;
their defences.
instead of having obvious doors and windows to cover as
they advanced, they found defenders might be lurking
With the dawn light breaking over the blasted city,
literally anywhere.
raiding parties sally forth across no man’s land.
Exhausted sentries are excellent targets for capture
Rubble counts as rough ground for movement purposes.
and interrogation.

OPPOSING FORCES The plentiful hiding places rubble provides means the hit
modifier it provides for infantry occupying it depends on a
The Soviet player is the attacker, stalking across unit’s current orders, as it is very important what a squad is
no man’s land in search of intel. They should actually supposed to be doing when they come under fire
create a 250pt force using the Battle of Stalingrad inside rubble.
Reinforced Platoon theatre selector from Armies of
the Soviet Union. Rubble counts as hard cover when shot across at targets
behind it, but when shooting against a unit that has the
The German player is the defender, patrolling a majority of its models inside the rubble, the following
section of the frontline. They should create a 250pt modifiers apply instead of the normal –2 hard cover
force using the 1942 - Stalingrad, Death on the modifier.
Volga theatre selector from Armies of Germany 2nd Target To Hit Modifier
Ed. Orders
No Orders, -3
TOP SECRET Ambush or
Down*
When creating your forces, make sure you refer to the
Fire or Rally -2
special rules presented on page 2. In addition, the following
guidelines apply when using a historical theatre selector. Advance -1
• The mandatory selections required by the selector are
*Cumulative with Down Modifier
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 DIGGING IN
becomes 0-1. At least half of the German force must be Dug In at the
To help you get into the action quicker, we’ve prepared two start of the game. These units must be deployed on the
sample forces for this scenario. tabletop at the start of the scenario. Dug In units are still
Elements of 15th Guards Rifle Division (Soviet Attackers) placed on the table in the usual way, and must be marked
• Junior Lieutenant Sokolov + Attendant (Regular) in some fashion to show that they are Dug In – any
• 1 Guards NCO with an SMG (Regular)
• 1 Guards soldier with an SMG (Regular) distinct token or marker will do.
• 4 Guards soldiers with rifles (Regular)
• 1 Assault Engineer NCO with an SMG and body armour
(Veteran) A Dug In unit counts as ‘Down’ when shot at, even if it’s
• 2 Assault Engineers with rifles and body armour not Down (additional –1 to be hit and the number of
(Veteran)
• 1 Sniper Team (Veteran) hits from HE is halved rounding down). If the unit does
go ‘Down’ while Dug In, the benefits of being Down are
Elements of 577th Infantry Regiment (German Defenders)
• Leutnant Gruber + Attendant (Regular) doubled (i.e. –2 to be hit and only one-quarter damage
• 1 Heer Infantry NCO with an SMG (Regular) from HE).
• 3 Heer Infantry soldiers with rifles (Regular)
• 1 Heer Infantry soldier with an LMG (Regular)
• 1 Heer Infantry NCO with an SMG (Veteran) Being Dug In offers no additional protection or benefit
• 1 Heer Infantry soldier with an SMG (Veteran)
• 1 Heer Infantry soldier with an LMG (Veteran) against enemy assaults.
• 1 Medium machine gun team (Regular)

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
6 by the enemy later.
SETUP FIRST TURN
The German player deploys their force anywhere in the The battle begins. During turn 1 the Soviet player
marked area. must bring his first wave onto the table. These units
can enter the table from any table edge and must be
The Soviet player divides their force into two waves. The given either a Run or Advance order. Note that no
first wave moves onto the table on Turn 1. From Turn order test is required to move units onto the table as
2 onwards, the second wave may attempt to enter the part of the first wave.
battlefield by outflanking.
GAME DURATION
During this battle, the special rules for night fighting are Keep a count of how many turns have elapsed as the
in effect. (See Bolt Action 2nd edition page 219-221) We game is played. At the end of turn 7, roll a die. On a
recommend using the Dawn Assault variant, although result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6
players can roll randomly. play one further turn.

OBJECTIVES VICTORY!
The Soviet player must capture at least one prisoner - any At the end of the game, calculate who as won by
unit can capture a prisoner by defeating an enemy unit in adding up the Victory Points as follows: The Soviet
close assault. player gains 3 Victory Points for each prisoner
captured. The German player gains 1 Victory Point
Once a prisoner has been captured, it must be extracted by for each enemy unit destroyed.
Soviet Assault Engineers
moving the unit off the table from the Soviet player’s table
edge.

The German player must resist the Soviet assault.

7
SABOTAGE
The confused nature of urban warfare allows small SPECIAL RULES
parties to slip through enemy lines and wreak havoc DIGGING IN
in their logistical train. Fuel depots, ammunition At least half of the German force must be Dug In at the
dumps and motor pools make excellent targets for start of the game. These units must be deployed on the
these motivated groups of special forces. tabletop at the start of the scenario. Dug In units are still
placed on the table in the usual way, and must be marked
With night falling over Stalingrad, a hand-picked in some fashion to show that they are Dug In – any
group of Soviet scouts attempt a daring raid on an distinct token or marker will do.
enemy installation. Depriving the enemy of their
supplies could tip the fragile balance of power in the A Dug In unit counts as ‘Down’ when shot at, even if it’s
city! not Down (additional –1 to be hit and the number of
hits from HE is halved rounding down). If the unit does
OPPOSING FORCES go ‘Down’ while Dug In, the benefits of being Down are
The Soviet player is the attacker, carefully infiltrating doubled (i.e. –2 to be hit and only one-quarter damage
the enemy rear areas. They should create a 300pt from HE).
force using the Battle of Stalingrad Reinforced
Platoon theatre selector from Armies of the Soviet Being Dug In offers no additional protection or benefit
Union. against enemy assaults.

The German player is the defender, protecting their Units count as Dug In until they’re ordered to Advance or
vulnerable logistical train from attack. They should Run. If possible mark the locations of vacated foxholes
create a 250pt force using the 1942 - Stalingrad, and trenches so that they can be re-occupied or captured
Death on the Volga theatre selector from Armies of by the enemy later.
Germany 2nd Ed. SUPPLY & DEMAND
During setup, before any units are deployed, place three
TOP SECRET
objective markers in the indicated area. These must be
When creating your forces, make sure you refer to the placed at least 6” apart. These markers could represent
special rules presented on page 2. In addition, the following
guidelines apply when using a historical theatre selector. artillery guns, trucks, fuel tanks or stacks of crates.
• The mandatory selections required by the selector are
changed to 1 junior officer and 1 infantry section.
• All additional selections are halved (rounded down) Appropriate models can be used to represent these
- 0-4 infantry sections becomes 0-2. 0-2 sniper teams objectives, alternatively use a marker (such as a spare base)
becomes 0-1.
at least 40mm in diameter.
To help you get into the action quicker, we’ve prepared two
sample forces for this scenario. DEMOLITIONS
All Soviet units are equipped with demolition charges. If a
Elements of 15th Guards Rifle Division (Soviet Attackers) Soviet unit is issued with a Down order while adjacent to
• Senior Lieutenant Malenkov + Attendant (Veteran)
• 1 Soviet Scout NCO with an SMG (Veteran) an objective marker, they have placed an explosive charge,
• 4 Soviet Scouts with SMGs (Veteran) which will detonate at the start of the next turn.
• 1 Guards NCO with an SMG (Regular)
• 1 Guards soldier with an LMG (Regular)
• 1 Guards soldier with an SMG (Regular) When the charge detonates, any unit within 3” of the
• 1 Medium machine gun team (Veteran)
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 FIRST TURN
The German player deploys their force anywhere in the The battle begins. During turn 1 the Soviet player
marked area. must bring his first wave onto the table. These units
can enter the table from any table edge and must be
The Soviet player divides their force into two waves. The given either a Run or Advance order. Note that no
first wave moves onto the table on Turn 1. From Turn order test is required to move units onto the table as
2 onwards, the second wave may attempt to enter the part of the first wave.
battlefield by outflanking.
GAME DURATION
During this battle, the special rules for night fighting are Keep a count of how many turns have elapsed as the
in effect. (See Bolt Action 2nd edition page 219-221) game is played. At the end of turn 7, roll a die. On a
We recommend using the Night Fight variant, although result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6
players can roll randomly. play one further turn.

OBJECTIVES VICTORY!
The Soviet player must cause as much damage as possible At the end of the game, calculate who as won by
by destroying as many objective markers as they can. adding up the Victory Points as follows: The Soviet
player gains 3 Victory Points for each prisoner
The German player must resist the Soviet assault. 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 RANKS
additional colour to your squad. Use the following Choose an appropriate rank for your soldier, NCO or
tables to create a cast of characters worthy of any war officer from the table below.
movie!
SOVIET RANKS
NAMES Rank US Insignia
Roll 3d6 on the table below to find a name for your Equivalent
soldier. Private Private

SOVIET NAMES
Efreitor Private First
Roll Russian Ukranian Georgian Class
Names Names Names
3 Igor Roman Mamuka Junior Corporal
4 Pasha Alexei Nika Sergeant
5 Yarik Yakiv Tamar
Sergeant Sergeant
6 Dmitri Anatoli Aleksandre
7 Lavrenty Stanislav Zurab
8 Pavel Vitali Gabriel Senior Staff
Sergeant Sergeant
9 Kirill Anton Eka
10 Grisha Sasha Nikusha
Starshina Sergeant
11 Yevgeniy Yuri Rostom Major
12 Arkadi Ruslan Toma
Lieutenant Second
13 Kolya Vyacheslav Saba
Lieutenant
14 Dima Nikita Lado
15 Oleg Anton Ramazi Senior First
16 Gennadi Ilya Pridoni Lieutenant Lieutenant

17 Valentin Yaroslav Tengiz


18 Stepan Artem Konstantine GERMAN RANKS
Rank US Insignia
AXIS NAMES Equivalent
Roll German Romanian Hungarian Soldat Private
Names Names Names
3 Timo Dragos Miklos
Obersoldat Private First
4 Torsten Valentin Lazar
Class
5 Emil Filip Erik
6 Manfred Darius Gabor Gefreiter Lance
Corporal
7 Gerhardt Anton Soma
8 Friedrich Luca Ivan
Unteroffizier Corporal
9 Gunter Ciprian Kristof
10 Otto Andrei Gyorgy
11 Franz Timotei Miksa Unterfeldwebel Sergeant

12 Walther Bogdan Armin


13 Werner Petru Orban Feldwebel Staff
14 Hermann Nicu Rudi Sergeant

15 Bruno Gabriel David


Oberfeldwebel Sergeant
16 Jurgen Eduard Pista Major
17 Kaspar Vali Tamas
18 Klaus Paul Dominik Leutnant Second
Lieutenant

Oberleutnant First
Lieutenant

10
BACKGROUNDS GERMAN DECORATIONS
Roll 2d6 on the table below to determine the soldier’s pre- Decoration Bonus Criteria
war profession or background. Knight’s +1 Morale Awarded for exceptional
Cross of the (Max 11) leadership or military
Iron Cross valour. Can be awarded
Roll Background
posthumously.
2 Aristocrat
Iron Cross +1 Morale Awarded for showing
3 Professional Soldier (Max 11) bravery in battle or for some
outstanding contribution
4 Gamekeeper
to the war effort. Can be
5 Shopkeeper awarded posthumously.
6 Factory Worker Wound - Awarded for being wounded
Badge in once or twice by hostile
7 Farmhand
Black action.
8 Civil Servant
Wound - Awarded for being wounded
9 Teacher Badge in by hostile action three or four
10 Criminal Silver times.

11 Policeman Wound - Awarded for being wounded


Badge in by hostile action five times
12 Secret Policeman Gold or more. Can be awarded
posthumously.
CHARACTER DETAILS Infantry Tough Awarded for participating in
Roll 3d6 on the table below to add a quirk or detail Assault Fighters 3 of the following:
Badge Special Rule • An infantry assault
to your soldier. These could make for some interesting • An armed
modelling opportunities. reconnaissance
• Hand-to-hand combat
• The restablishment of a
Roll Detail
combat position.
3 Bad Eyesight
Combat Fanatics Awarded for participating in
4 Non-regulation Facial Hair Clasp in Special Rule 15 close combat battles.
Bronze
5 Scruffy Appearance
6 Immaculate Uniform SOVIET DECORATIONS
7 Captured Weapon Decoration Bonus Criteria
8 Bloodthirsty Order of +1 Morale Awarded for exemplary
9 Pack Rat Lenin (Max 11) service during combat
operations.
10 Chainsmoker
11 Battle Scars Order of the +1 Morale Awarded for heroism
12 Nervous tick Red Banner (Max 11) in combat or otherwise
extraordinary
13 Non-regulation Uniform Item accomplishments of military
14 Weighed down with Plunder valour.
15 Hulking Physique Medal “For Tough Awarded for personal
Courage” Fighters courage and valour displayed
16 Scrawny Build Special Rule in defending the motherand
17 Cowardly during the performance of
military duties.
18 Non-regulation tattoos
Medal “For Fanatics Awarded for a combat action
Battle Merit” Special Rule resulting in a military success

MEDALS AND DECORATIONS Wound Stripe - Awarded for recieving a


After a scenario, consider the following list of medals (Red) minor wound during battle.
and the criteria for awarding them, and see if any of your
Wound Stripe - Awarded for recieving a
squad are eligible for a decoration. In addition to earning (Yellow) serious wound that required
the admiration of their peers, that model gains a bonus medical attention.
depending on the decoration.

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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