12. Infantry Arsenal

Infantry weapons are portable small-arms. Most are able to fire across our wargames tables, with all fire being either at Close or Effective range. Firing is conducted using the Firepower Dice listed in the Arsenals and that each weapon rolls when it fires.

12.1 Infantry Platoon Weapons

Soldier of the Second World War were armed with many types of weapons. Most were similar in their design, but some were peculiar to particular nations.

Bolt Action Rifles

The most common weapon on the battlefield was the humble bolt action rifle, generally magazine fed with a single shot being chambered by the operation of a bolt. A bolt action rifle fires with one Firepower Dice.

Semi-Automatic Rifles or Carbines

The semi-automatic rifle or Carbine dispensed with the need to manually chamber the next round from the magazine, using the recoil to do that, whilst also resetting the action. The semi-automatic rifle fires with one Firepower Dice per weapon with the Storm of Steel Bonus applied See Section 12.2, Storm of Steel Bonus. The carbine is identical but has a maximum range of 48"

Machine Pistols and Sub-Machine Guns

Initially carried by NCOs or officers. As the war progressed, some Sections were entirely equipped with these. SMGs have a range of 18". They fire with two Firepower Dice at a range of up to 12" and one Firepower Dice between 12" and 18". In both cases, they roll to hit as at Close Range.

Automatic Rifles

The Browning Automatic Rifle was designed as a rapid- firing trench clearing weapon in the Great War. The BAR fires with four Firepower Dice and is operated by a single crew figure.

Assault Rifles

The Sturmgewehr 44 and FG42 were fast-firing weapons which could combine the single shot accuracy of the semi-automatic Rifle with the close-quarter firepower of the SMG.

Assault rifles fire with two Firepower Dice at Close Range and one Firepower Dice at effective range.

Hand Grenades

Hand Grenades rely on fragmentation or blast for effect. Grenades are thrown when a Leader uses an Order. Grenades vary by nation but are often more effective in confined spaces than in the Open. See National Arsenals for details. All Sections have three hand grenades and one smoke grenade.

Rifle Grenades

Used by Rifle Grenade Teams or individual figures in a Section. Each rifle grenadier has three rifle grenades per launcher. After this is used, they can shoot with their rifles if no additional ammunition is available. Rifle Grenades have minimal back-blast and may be fired from inside buildings or bunkers.

A Rifle Grenade Team fires when activated on a Command Dice roll of 1 or a Leader’s Order. Where a single figure in an infantry Section has a Rifle Grenade, they fire when a Leader uses an Order (see Section 7.5.2, Orders Which are Not Activations), otherwise they fire with their rifle.

Light Mortars

When issued at Platoon level, the light mortar provided the infantry with their own close artillery support. Light mortars vary from 45mm to 60mm in calibre.

Light Mortars can hit anywhere on the table. They may trace Line of Sight to their target from their Team or from any friendly Leader within 6".

They can fire indirectly at a target to which they have no Line of Sight, but which is visible to any friendly infantry Leader on the table.

Light mortars reduce the cover of a target Unit by one level, treating Light Cover as Open, and Hard Cover as Light Cover. Light mortars have no effect against bunkers or the lower floors of buildings with multiple floors.

Infantry Anti-Tank Weapons

These range from heavy calibre rifles to hand-held devices and rocket-propelled hollow charges designed to take on armoured vehicles. Infantry Anti-Tank weapons may only be fired at an Infantry target when a Senior Leader uses an Order.

Light Machine Guns

At the heart of most rifle Sections was the light machine gun; a portable, bipod-equipped weapon with a rapid rate of fire. The magazine-fed LMG rolls 6 Firepower Dice in a single Phase. A belt-fed LMG rolls 8 Firepower Dice in a Phase to reflect its higher rate of fire. Where an LMG Team is reduced to one figure, the number of Firepower Dice rolled is reduced by two.

12.2 Storm of Steel Bonus

Some Units and weapons gain the Storm of Steel Bonus when firing, either as a result of their aggression, their liberal use of automatic weapons, or due to firing a High Explosive round. Units which gain the Storm of Steel Bonus as a Characteristic are noted in the Force Lists. Weapons which gain the Storm of Steel Bonus automatically are noted in the Arsenals.

When Firepower Dice are rolled to hit, each 6 rolled causes an additional Firepower Dice to be rolled immediately, with any additional hits adding to the total achieved. Where the additional dice rolled results in a further 6’s, these also generate Firepower Dice which are rolled immediately. This continues until no further 6’s are rolled and the total number of hits are applied to the target.

12.3 Limited Ammunition

Some weapons are only available in limited numbers. Other weapons, such as the Light Mortar, have a limited amount of ammunition available. This is listed in the Army Lists.

Weapons with Limited Ammunition have sufficient ammunition for between one and three rounds of fire, as shown below.

WeaponRounds
Smoke Grenades1
Hand Grenades3
Rifle Grenades3
Mortar Rounds3
Hand-held anti tank weapons3

12.3.1 Replen Points

The Limited Ammunition weapons above can be resupplied using a Replen Point that has been selected as a Support Option or at a friendly Jump Off Point.

A Replen Point contains a resupply of any three different types of Limited Ammunition of the player’s choice.

The Replen Point is placed with the first Unit that wishes to resupply. The Unit immediately resupplies to restore their original supply, firing in the current Phase if desired. That ammunition type is now no longer available at that Replen Point.

Once the Replen Point has been placed on the table, it remains there for the duration of the game or until three types of weapons have been resupplied.

If contacted by the enemy, a Replen Point is removed from play.

A friendly Jump Off Point can also be used to resupply Limited Ammunition. The Unit must make contact with the Jump Off Point and roll a D6. On a roll of 1 to 3, no fresh supplies of that particular ammunition are available at that point. On a roll of 4 to 6, three rounds are available. Where no rounds are available, the Team can try other Jump-Off Points to resupply.

12.4 The Arsenal Tables

The following Master Arsenal Table gives an overview of the most common weapons encountered. The National Arsenals give specific details for the various armies.

Some vehicle weapons have lower Firepower factors than the same weapon crewed by infantry. This is due to poorer visibility from inside an enclosed vehicle, or the weapon being fired remotely. Manned weapons on top of vehicles, such as on half-tracks or pintle mounts, will use the same Firepower Dice as infantry weapons.

12.5 Multiple Barreled Weapons

Vehicles with multiple barreled weapons, such as twin machine guns or quad mounted cannons use the Firepower Dice for the single barreled weapon but add two additional Firepower Dice for each extra barrel.

Master Arsenal
Infantry Weapons
WeaponFirepower DiceClose RangeEffective RangeNotes
Bolt Action Rifle10-18"Over 18"
Semi-Automatic Rifle10-18"Over 18"Storm of Steel
Semi-Automatic Carbine10-18"18" to 48"Storm of Steel
Automatic Rifle40-18"Over 18"
Rifle Grenade2Over 12" + LOS
Maximum 48"
-Reduce cover by one level. Storm of Steel
SMG or Machine Pistol2/10-12"/12"-18"-2 Firepower Dice to 12"
Assault Rifle2/10-18"Over 18"2 Firepower Dice at Close
1 Firepower Dice at Effective
Magazine LMG60-18"Over 18"
Belt-fed Bipod LMG80-18"Over 18"
Tripod MMG100-24"Over 24"
Tripod HMG100-24"Over 24"Reduce cover by one level
Pistol10-6"-
Sniper1Unlimited-
Grenade3Thrown-+1 Firepower Dice in a confined space
Infantry Flamethrower12 stationary,
6 moving
0-12"-Ignore all cover. Double Shock. Storm of Steel v infantry
2" or 50mm mortar3Over 12" + LOSOver 12", No LOSReduce cover by one level. No effect on bunkers. Storm of Steel
60mm mortar4Over 18" + LOSOver 18", No LOS
Medium mortar4Unlimited-Targets all Teams in Bombardment area. All Pinned. Storm of Steel
Vehicle Weapons
WeaponFirepower DiceClose RangeEffective RangeNotes
Vehicle MG60-18"Over 18"
Top Mounted MMG or HMG100-24"Over 24"HMG reduce cover by one level
Vehicle Flamethrower160-36"-Ignore all cover. Double Shock. Storm of Steel