Late War USA
v4.1
Special Rules:
Officer: Get a 4+ save if wounded.
Veteran: For 10 points a squad, a
core unit platoon can be made veteran.
The whole platoon must be upgraded.
M1 Garands can be replaced with M1 Carbines or M3A1 Grease Guns, and the
courage value of each figure is increased by +1.
Transports:
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M3A1 |
4+ |
8 |
1 |
5 |
14 |
10 |
.50
HMG, 12CP, open top, 2 crew, fast |
|
Willy’s
Jeep |
4+ |
6 |
1 |
5 |
14 |
5 |
5CP,
open hull, fast |
|
2˝
ton truck |
4+ |
7 |
1 |
5 |
12 |
10 |
10CP,
2 crew, open top |
|
M20 |
4+ |
9 |
1 |
5 |
14 |
10 |
5CP,
.50 HMG, open top, fast |
|
M8 |
4+ |
9 |
1 |
5 |
14 |
10 |
4CP,
37mm, .30 MMG, open top, fast |
The
transports can buy the following upgrades: heavy camouflage (5 points); pintle
.30 MMG (Jeep only, 5 points); pintle .50 HMG (10 points, Jeep and truck only).
|
|
F |
D |
C |
P |
|
|
Vehicle
Crew |
3/4+
|
4 |
3 |
- |
M3A1
Grease Gun |
Core Units
+Armored Rifle platoon
-HQ:
120 points
Lieutenant
Staff Sergeant with M1 Garand
Private with M1 Bazooka
7 Privates
M3A1
-0-1
Mortar squad: 75 points
Staff Sergeant
Private with M1 Bazooka
Private with 60mm Mortar
3 Privates with M1 carbines
M3A1
-1-2
Rifle squads: 100 points
Staff Sergeant
Corporal
Private with BAR
7 Privates
M3A1
-0-1
Machine gun squads: 100 points
Private with M1 Bazooka
2 Privates with .30 MMG
Private with .50 HMG
7 Privates with M1 carbines
M3A1
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Corporal |
4/4+ |
4 |
4 |
10 |
M1
Garand |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Carbine, .45 pistol |
|
Lieutenant |
4/4+ |
4 |
5 |
16 |
M1
Carbine, .45 pistol, officer |
+Rifle platoon
-HQ:
50 points
Lieutenant
Staff Sergeant
3 Privates
-1-3
Rifle squads: 100 points
Staff Sergeant
Corporal
Private with BAR
9 Privates
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Corporal |
4/4+ |
4 |
4 |
10 |
M1
Garand, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Garand, .45 pistol |
|
Lieutenant |
4/4+ |
4 |
5 |
16 |
M1
Carbine, .45 pistol, officer |
+Engineer platoon
-HQ:
60 points
Lieutenant
Staff Sergeant
3 Engineers
-1-3
Engineer squads: 85 points
Sergeant
Corporal
Engineer with BAR
7 Engineers
|
|
F |
D |
C |
P |
|
|
Engineer |
4/4+ |
4 |
5 |
8 |
M1
Carbine |
|
Corporal |
4/4+ |
4 |
5 |
10 |
M1
Carbine |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Carbine, .45 pistol |
|
Lieutenant |
4/4+ |
4 |
5 |
16 |
M1
Carbine, .45 pistol, officer |
Can
buy 2 Jeeps for the Headquarters and enough M3A1 transports for the squads
1
Engineer per squad can buy a flamethrower for 10 points, a sticky bomb for 10
points, or a Bangalore torpedo for 20 points.
+Tank Platoon
1-5 of the following: M4A1 or M4A3
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M4A1 |
4+ |
6/4A |
2 |
5 |
12 |
50 |
75mm,
2x .30 MMG, 5 crew |
|
M4A3 |
4+ |
6/4A |
2 |
5 |
12 |
50 |
75mm,
2x .30 MMG, 5 crew |
Vehicles
in this platoon can have the following upgrades: pintle .50 HMG (10 points);
gyro stabilizer (10 points); communications (15 points); heavy camouflage (5
points); sand bags (5 points); tread guards (5 points).
Each
vehicle can be upgraded to 76mm gun for 10 points.
+0-1 Reconnaissance Platoon
-HQ:
50 points
Lieutenant
2 Privates
Jeep with radio
-1-2
Reconnaissance squads: 75 points
Staff Sergeant
Private with light radio and M1 Carbine
3 Privates
M20 Scout car
-1-3
Scout squads: 45 points
Staff Sergeant
Private with light radio and M1 Carbine
Private
Jeep
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
5 |
8 |
M1
Carbine, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
6 |
12 |
M1
Carbine, .45 pistol |
|
Lieutenant |
4/4+ |
4 |
6 |
16 |
M1
Carbine, .45 pistol, officer |
A
Reconnaissance squad can be mounted in a M8 scout car for free, but it will
lose a Private.
Any
M1 Carbine can be exchanged with a M1 Garand or M3A1 Grease Gun for free.
The
Reconnaissance platoon is a Recon unit.
+Air Support
Phosphorous
rockets, machine guns: 10pt. Drop tanks,
bombs, rockets: 20pt.
Foot Support Units
+Weapons platoon
-HQ:
50 points
Lieutenant
Staff Sergeant
3 Privates
-0-2
Machine Gun squads: 85 points
2 Privates with .30 MMG
Private with .50 HMG
6 Privates
-0-1
Mortar squad: 80 points
3 Privates with 60mm mortars
6 Privates
-0-1
Bazooka squads: 60 points
3 Privates with M1 Bazookas
3 Privates with M1 Carbines
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Garand, .45 pistol |
|
Lieutenant |
4/4+ |
4 |
5 |
16 |
M1
Carbine, .45 pistol, officer |
The
platoon can buy up to 4 M3A1 transports.
The Platoon has a maximum of three squads along with a HQ unit.
+Rifle Company Command: 100 points
Captain
Staff Sergeant
Private with Radio and M1 Carbine
7 Privates
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Carbine, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Carbine |
|
Captain |
4/3+ |
4 |
6 |
24 |
M1
Carbine, .45 pistol, officer |
One
Private may buy a M1 Bazooka for 5 points.
The
Company command may be purchased if two or more rifle platoons are purchased.
+Mortar Platoon
-HQ:
70 points
Staff Sergeant
7 Privates
-1-3
Mortar squads: 75 points
2 Privates with 81mm mortars
6 Privates
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Garand, .45 pistol |
Each
section can buy a M1 Bazooka for 5 points.
+Antitank gun platoon
-HQ:
35 points
Staff Sergeant
3 Privates
-1-3
Antitank gun teams: 45 points
Private with 57mm Antitank gun
3 Privates
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Garand, .45 pistol |
The
57mm Antitank guns can be upgraded to 3-inch antitank guns for 10 points.
Each
antitank gun team can be transported in M3A1 half-tracks; the HQ can be transported
in a jeep.
+0-1 Antiaircraft gun
platoon
-HQ:
35 points
Staff Sergeant
3 Privates
-1-3
Antiaircraft gun teams: 55 points
Private with 37mm Antiaircraft gun
3 Privates
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Garand, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Garand, .45 pistol |
The
37mm Antiaircraft gun can be upgraded to quad .50 HMG for 15 points.
Both
guns are static; they can be transported in trucks; the HQ can be transported
in a jeep.
+0-3 Sniper
|
|
F |
D |
C |
P |
|
|
Sniper |
3/4+ |
4 |
4 |
15 |
M1903
with scope, sniper |
Mechanized Support Units
+Tank Company Command
1-2 M4A1 or M4A3; 0-2 M4A3 CS; 0-1 M32
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M4A1 |
4+ |
6/4A |
2 |
5 |
12 |
50 |
75mm,
2x .30 MMG, 5 crew |
|
M4A3 |
4+ |
6/4A |
2 |
5 |
12 |
50 |
75mm,
2x .30 MMG, 5 crew |
|
M4A3
CS |
4+ |
6/4A |
2 |
5 |
12 |
60 |
105mm,
2x .30 MMG, 5 crew |
|
M32
ARV |
4+ |
6/4A |
2 |
5 |
12 |
65 |
.30
MMG, smoke mortar, ARV, 5 crew |
The
company command can only be fielded if 2 or more tank platoons are purchased.
Vehicles
in this platoon can have the following upgrades: pintle .50 HMG (10 points);
gyro stabilizer (10 points, M4A1 and A3 only ); communications (15 points);
heavy camouflage (5 points); sand bags (5 points); 0-1 M1 Bulldozer (15 points,
M4A3 CS only). Each 75mm gun can be
upgraded to 76mm for 10 points.
The
M32 is restricted to towing vehicles that are M4 variants or lighter.
+Light Tank platoon
1-5 of the following: M5A1 or M24
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M5A1 |
4+ |
7/4A |
1 |
5 |
14 |
30 |
37mm,
2x .30 MMG, 4 crew, fast |
|
M24 |
4+ |
4/2A |
1 |
5 |
14 |
40 |
75mm,
2x .30 MMG, 5 crew, fast |
Vehicles
in this platoon can have the following upgrades: pintle .50 HMG (10 points);
gyro stabilizer (10 points); communications (15 points); heavy camouflage (5
points); sand bags (5 points); tread guards (5 points).
+Tank Destroyer platoon
1-4
of the following: M10, M18 or M36
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M10 |
4+ |
3/2A |
2 |
5 |
14 |
55 |
76mm,
open top, 5 crew |
|
M18 |
4+ |
1/1A |
2 |
5 |
14 |
60 |
76mm,
open top, 5 crew |
|
M36 |
4+ |
4/3A |
2 |
5 |
14 |
65 |
90mm,
open top, 5 crew |
Vehicles
in this platoon can have the following upgrades: pintle .50 HMG (10 points);
heavy camouflage (5 points); sand bags (5 points); armored crew compartment (10
points, M36 only, no longer open top).
+Assault Gun platoon.
1-3
of the following: M4A3 CS or M7
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M7 |
4+ |
5/3A |
2 |
5 |
12 |
80 |
105mm,
.50 HMG, 7 crew, open hull |
|
M4A3
CS |
4+ |
6/4A |
2 |
5 |
12 |
70 |
105mm,
2x .30 MMG, 5 crew |
The
M4A3 CS can have the following upgrades: pintle .50 HMG (10 points); heavy
camouflage (5 points); sand bags (5 points). The M7 can have the following:
heavy camouflage (5 points).
+Self-Propelled Antiaircraft
platoon
1-3 of the following: M15A1, M16
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M15A1 |
4+ |
8 |
2 |
5 |
14 |
60 |
37mm
AA, 7 crew, open hull, fast |
|
M16 |
4+ |
8 |
2 |
5 |
14 |
65 |
Quad
.50 HMG, 5 crew, open hull, fast |
Vehicles
in this platoon can have the following upgrades: heavy camouflage (5 points).
+Armored Rifle Company Command: 125
points
Captain
Staff Sergeant
Private with Radio
7 Privates
Willy’s Jeep
M3A1
-0-3
M8 SP Howitzers
|
|
F |
D |
C |
P |
|
|
Private |
4/4+ |
4 |
4 |
8 |
M1
Carbine, grenades |
|
Staff
Sergeant |
4/4+ |
4 |
5 |
12 |
M1
Carbine |
|
Captain |
4/3+ |
4 |
6 |
24 |
M1
Carbine, .45 pistol, officer |
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M8 |
4+ |
7/4A |
1 |
5 |
14 |
40 |
75mm
howitzer, 4 crew, open top, fast |
One
Private may buy a M1 Bazooka for 5 points.
The
company command may be purchased if two or more armored rifle platoons are
purchased.
+Heavy Tank platoon
1-4 of the following: M4A3E2, M4A3E8 or M26
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M4A3E2 |
4+ |
8/5A |
2 |
5 |
12 |
60 |
75mm,
2x .30 MMG, 5 crew |
|
M4A3E8 |
4+ |
8/5A |
2 |
5 |
12 |
65 |
76mm,
2x .30 MMG, 5 crew |
|
M26 |
4+ |
9/5A |
2 |
5 |
12 |
90 |
90mm,
2x .30 MMG, 5 crew |
Vehicles
in this platoon can have the following upgrades: pintle .50 HMG (10 points);
gyro stabilizer (10 points); communications (15 points); heavy camouflage (5
points); sand bags (5 points).
+0-1 Heavy Recovery Platoon
1-2 M26 tractors or 1 M25 Dragon Wagon
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M26 |
4+ |
8 |
1 |
5 |
12 |
100 |
.50
HMG, 5 crew, ARV |
|
M25 |
4+ |
9 |
2 |
5 |
10 |
120 |
.50
HMG, 5 crew, ARV |
Either
vehicle can tow any vehicle on the battlefield; but the M25 is the only vehicle
that can tow the M26. The M25 cannot be
recovered if destroyed.
+0-1 Self-Propelled Mortar
Platoon
1-3 M21
|
|
Sh |
D |
W |
C |
M |
P |
|
|
M21 |
4+ |
8 |
1 |
5 |
14 |
60 |
81mm
mortar, .50 HMG, 5 crew, open top, fast |
Artillery Units
+0-2 Regimental Cannon
Platoon
1-3 105mm howitzers: 60 points each
+Divisional Field Artillery
Battery
1-3 155mm howitzers: 75 points each.
Special Characters
+Sergeant Audie Murphy
|
|
F |
D |
C |
P |
|
|
Murphy |
5/4+ |
5 |
5 |
85 |
M1
Garand, grenades, officer |
Inspirational: His squad can re-roll its
courage test if failed, and it can ignore artillery pinning. It can also move up to 6 inches before the
game starts.
He
must be the commander of an infantry squad or platoon.
+Lieutenant-Colonel
Creighton Abrams
|
|
F |
D |
C |
P |
|
|
Abrams |
4/3+ |
5 |
5 |
120 |
M3A1
Grease gun, .45 pistol, M4A3 Sherman, officer |
Tank
killer:
Abrams destroyed more German tanks than any other tank commanders during the
war. He will always get +1 to hit an
enemy with his main gun.
Escape
Artist: He
can add +2 to all bailing out tests.
Should his tank be KO’ed, roll 6+ for him to bail out.
He
must be in the tank company command vehicle.
Weapons
|
|
S |
R |
ROF |
T |
Notes |
|
M1
Garand |
3s |
24 |
2 |
- |
SA |
|
M1
Carbine |
2s |
24 |
2 |
- |
SA |
|
M3A1
Grease Gun |
3s |
16 |
4 |
- |
SA |
|
.45
pistol |
3s |
12 |
2 |
- |
SA |
|
BAR |
3s |
24 |
3 |
- |
FA |
|
.30
MMG |
3s |
24 |
4 |
- |
SA |
|
.50
HMG |
4s |
36 |
3 |
- |
SA |
|
M1903
with scope |
3s |
36 |
1 |
- |
|
|
M1
Bazooka |
5t/5s |
36 |
1 |
- |
FA,
HE |
|
Flamethrower |
5s |
8 |
1 |
2x2 |
3
shots, FA |
|
Sticky
bomb |
8t/5s |
- |
1 |
2x2 |
1
shot, sticky |
|
Bangalore
torpedo |
9t/7s |
- |
1 |
4x2 |
1
shot, Bangalore |
|
Grenades |
5s |
8 |
1 |
2x2 |
FA |
|
60mm
Mortar |
5s |
60 |
1 |
2x2 |
|
|
81mm
Mortar |
6h |
90 |
1 |
2x2 |
Smoke,
hits flank armor |
|
57mm
AT gun |
7t |
30 |
1 |
- |
HE |
|
3-inch
AT gun |
8t/5s |
30 |
1 |
- |
|
|
37mm
AT |
4t/5s |
30 |
2 |
- |
|
|
37mm
Canister |
5s |
1d6 |
1 |
2x2 |
Use
Flame Template |
|
75mm
AT |
6t |
40 |
1 |
- |
HE,
smoke |
|
76mm
AT |
9t/5s |
40 |
1 |
- |
HE |
|
90mm
AT |
11t |
50 |
1 |
- |
HE |
|
75mm
Howitzer |
6h |
90 |
1 |
2x2 |
|
|
105mm
Howitzer |
8h |
120 |
1 |
3x3 |
|
|
Quad
.50 HMG |
4sa |
12-24 |
6 |
- |
|
|
81mm
Smoke Mortar |
- |
40 |
1 |
- |
Smoke |
|
37mm
AA gun |
5sa |
15-45 |
2 |
- |
|
|
105mm
howitzer |
8h |
- |
1 |
3x3 |
Off-board,
smoke |
|
155mm
howitzer |
12h |
- |
1 |
2x4 |
Off-board |
|
Bombs |
6sth |
- |
1 |
3x3 |
Hits
flank armor |
|
Rockets |
8ts |
- |
1 |
2x4 |
Hits
flank armor |
|
Phosphorous
rockets |
3s |
- |
1 |
2x2 |
Automatically
pins, smoke |
|
Machine
guns |
4s |
8 |
6 |
- |
|
Sticky: Must be used when
assaulting a vehicle, replacing grenades.
Bangalore: The engineer must be in base contact with the target he is using the Bangalore against. Therefore, he will be hit when it is fired. It will automatically hit its target.