Winter Soviet Starter Army I – Third Edition

Box Contents

The Soviet Army (Winter) starter army is a mix of plastic and metal models containing:

  • x10 Winter Soviet infantry sprue (80 Infantry) – Plastic
  • Winter Soviet HQ (2x Officers, Medic, Observer/Spotter) – Metal
  • Winter Soviet MMG Team – Metal
  • Winter Soviet Medium Mortar Team – Metal
  • Soviet KV-1/KV-2 tank – Plastic

The Quantity and Quality List

Rifle Platoon
Company Commander (SMG) – Regular – 60
+1 Extra Man (SMG) – Regular – 10
70 pts
Platoon Commander (SMG) – Inexperienced – 21
+1 Extra Man (SMG) – Inexperienced – 7
28 pts
Commissar (SMG) – Inexperienced – 15
x1 Extra Man (SMG) – Inexperienced – 7
22 pts
Forward Observer (Artillery) (SMG) – Regular – 75
+1 Extra Man (SMG) – Regular – 11
86 pts
Inexperienced Infantry Squad – Inexperienced – 12 men – 8484 pts
Inexperienced Infantry Squad – Inexperienced – 12 men – 8484 pts
Inexperienced Infantry Squad – Inexperienced – 12 men – 8484 pts
Sniper Team– Regular – 5252 pts
Rifle Platoon
Platoon Commander (SMG) – Regular – 30
+1 Extra Man (SMG) – Regular – 10
40 pts
Medic – Regular – 2323 pts
Forward Observer (Artillery) (SMG) – Regular – 75
+1 Extra Man (SMG) – Regular – 11
86 pts
Veteran Infantry Squad – Veteran – 8 men – 104
8 SMGs – 32
2 Panzerfausts – 30
166 pts
Veteran Infantry Squad – Veteran – 8 men – 104
8 SMGs – 32
2 Panzerfausts – 30
166 pts
Sniper Team– Regular – 5252 pts
Heavy Weapons Platoon
Platoon Commander (SMG) – Regular – 3030 pts
Machine Gun Team – Regular – 50
Gun Shield – 5
50 pts
Mortar Team – Regular – 30
Upgrade to Medium Mortar – 15
45 pts
Anti-tank Team – Regular – 2525 pts
Anti-tank Team – Regular – 2525 pts
Anti-tank Team – Regular – 2525 pts
Total20 Order Dice1248 pts

Breakdown

  • Rifle – 36
  • SMG – 29
  • Sniper Rifle – 2
  • Pistol – 2 (Sniper Spotter)
  • MMG – 1
  • Medium Mortar – 1
  • Anti-tank Rifle – 3

Notes and Analysis

The objective of this list is two-part – 1) use as much of the Starter Army as possible and 2) make a List that works at a competitive level. Please keep in mind, this List was written using only the contents of the Starter Army.

For this list I wanted to highlight the special rules and unique options of the Soviet army. In particular I wanted to include several Inexperienced squads to makes use of For The Motherland!, Forward Artillery Observers to leverage Massed Batteries, a Commissar for Not One Step Back!, as well as lots of SMGs and Anti-tank Rifles, weapons that Soviets can field in greater numbers than any other nation.

Without any artillery in this starter box and not being able to field the KV-1/2 tank since we need a second vehicle to form an Armored Platoon, we’re left with only one option – lots and lots of infantry. Fortunately this box comes with 80 (!) plastic Soviets along with metal HQ models, MMG Team, and Medium Mortar. The included weapons sprues include a variety of options including rifles, SMGs, LMGs, snipers, Panzerfausts and Anti-tank Rifles which give us plenty of choices for how to build the infantry.

I started building this list by putting together the Heavy Weapons Platoon, knowing that the Med. Mortar and MMG Team would be supplemented by Anti-tank Rifles. We don’t have a lot of heavy weapons available in this box, so including three ATRs should help dealing with enemy vehicles. Since any Inexperienced or Regular vehicle receives a pin after being hit by a heavy weapon, even if we lack high-penetration weapons we can dish out several pins per turn – hopefully enough to reduce the effectiveness of any enemy armor.

After the Heavy Weapons Platoon I put together the first of two Rifle Platoons. The first platoon has a core of three squads of 12 Inexperienced rifles. Accompanied by a Company Commander, Platoon Commander, and Commissar, the Inexperienced squads should have enough “motivation” to keep pushing towards the enemy, providing a screen for the heavy-hitting veterans as they get into SMG range. Both Rifle Platoons include a Sniper and Forward Artillery Observer. The value of snipers in Third Edition is not as obvious as it was in Second, but they still perform a useful role eliminating enemy officers and spotters and reliably pinning units. The Artillery Observers add some needed firepower to this list. With two of them, each able to maximize the effect of their artillery strike thanks to Massed Batteries, you’ll be able to apply tons of pins and hopefully a few 4″ HE blasts on the enemy backline or advancing infantry.

To round out the list the second Rifle Platoon includes two 8-man Veteran squads where every man has an SMG and two also have a Panzerfaust. While more expensive than in Second Edition, Panzerfausts are still a great value and a necessary inclusion in this list to threaten heavier armor that the anti-tank rifles cannot damage. These units are expensive and the most reliable source of anti-infantry firepower in the list so you’ll want to protect them until they close the gap and their SMGs are in range. Keep the Medic close to help boost the survivability of the Veterans.

What’s Next?

  • Vehicles – This starter box gives you tons of infantry that you can use in a variety of configurations. Adding vehicles to your collection will give you even more list-building flexibility. The included KV-1/2 is a fun heavy tank, but having less expensive options would be helpful. Light tanks and armored cars are always useful. Transports for your SMG squads should be considered as well.
  • Artillery – Howitzers, AA guns, and AT guns all have their place. The Soviet Zis-3 Medium AT gun is a popular choice thanks to its “Versatile” rule allowing it to fire as a light howitzer. Regardless of your choice adding artillery to this list gives you some heavy firepower and reliable anti-tank assets.
  • Experiment – One of the great things about Bolt Action is how many different ways a model can be used. A Soviet soldier armed with a rifle can be used to represent several different units and experience levels. Try different configurations of your troops and see what works best for you. And let us know what you come up with!

John

Return to the Starter Army Box Breakdowns.

7 thoughts on “Winter Soviet Starter Army I – Third Edition

    1. Using the remaining bodies to build LMG gunners is a great use for them.

      Personally I would save LMGs for Regular or Veteran squads. Inexperienced LMGs are less effective due to the -1 To Hit modifier and more easily killed. But you can try them out and see what works best for you.

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    2. You can always build them with the leftovers, as Andrew said – but you don’t really want to use them in this list. The purpose of the LMGs would be to cover for the advance of the assault troops – so you don’t want to put them in the veteran SMG squads, and as he said, they’re not very cost-effective in an inexperienced squad.

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    1. I haven’t seen Green used in 3rd Edition yet, but I’d likely add it to the inexperienced squads. With the extra officers & commissar in this list the risk of taking those extra pins and is somewhat mitigated. Those squads are mostly there to soak up incoming fire and control areas of the board, so them going Down on a bad Green roll isn’t too harmful.

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  1. This is the one out-of-the-box list that I think is really just perfect the way it is. There’s really nothing you could take out or change and still keep it below 1250 points. And though this is not an inexpensive army in terms of monetary cost, you get a lot of bodies in a very versatile kit (though it’s kind of a PITA to fit the weapons into the empty hands sometimes… times 80)

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    1. Appreciate the feedback! This box was my first BA purchase. It has a special place in my heart and I wanted to do it justice with the most effective list I could think of.

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