Soviet Army (1940-43) Starter Army I – Third Edition

Box Contents

The Soviet Army (1940-43) Starter Army is a mix of plastic and metal models containing:

  • x8 Soviet Infantry sprues (64 infantry) – Plastic
  • Soviet Officer – Metal
  • Medic – Metal
  • Commissar – Metal
  • MMG Team – Metal
  • 45mm Light Anti-tank Gun – Metal
  • T-43/76 Medium Tank – Plastic

Because this Starter Army was designed for 2nd Edition, it has exactly one Tank, one Artillery piece, one Weapon Team and one Officer. To make it 3rd Edition-compatible we need to add a vehicle. In this specific army list, we’re going to add the BA-64 DShK Armoured Car.

The Heavy Infantry List

Rifle Platoon
Platoon Commander – Regular – 30
+1 Additional Man – Regular – 10
40pts
Company Commander – Regular – 60
+2 Additional Men – 20
80pts
Commissar – Inexp. – 15
Not one step back!
15pts
Medic – Regular – 2323pts
Forward Artillery Observer – Regular – 75pts
+2 Additional Men – 22
97pts
Regular Infantry Squad (LMG Squad) – Regular – 11 men – 110
x2 LMGs – 30
140pts
Regular Infantry Squad (LMG Squad) – Regular – 11 men – 110
x2 LMGs – 30
140pts
Regular Infantry Squad (LMG Squad) – Regular – 9 men – 90
x1 LMG – 15
105pts
Tank Riders Squad – Regular 11 men – 154
x11 SMGs
154pts
Anti-tank Team (Anti-Tank Rifle) – Regular – 2525pts
Anti-tank Team (Anti-Tank Rifle) – Regular – 2525pts
Anti-tank Team (Anti-Tank Rifle) – Regular – 2525pts
Artillery Platoon
Platoon Commander – Regular – 30
+1 Additional Man – Regular – 10
40pts
Anti-Tank Gun (Light Anti-tank Gun) – Regular – 50
Gun Shield
50pts
Armored Platoon
T-34 Medium Tank – Regular – 195
Armor 9
Turret-mounted Medium Anti-tank Gun with coax MMG
Hull-mounted MMG
Command Vehicle – 10
205pts
Light Armored Car (BA-64 DShK) – Regular – 60
Armor 7
Remove Open-topped and upgrade turreted LMG to HMG – 25pts
Recce
Flak
85pts
Total16 Order Dice1,249pts

Breakdown

  • Pistol – 2
  • Rifle – 35
  • SMG – 11
  • Anti-tank Rifle – 3
  • LMG – 5
  • MMG – (2)
  • Medium AT Gun – (1)
  • HMG – (1)

(x) denotes a vehicle-mounted weapon.

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.

But wait!” we hear you shout. “The box comes with 64 plastic infantry, not 57. You’re not using as many components as possible!”

That, Comrade, is the clever bit.

The seven remaining models can be used to represent a Scout Squad. Historically, Soviet Scouts used proper camouflage smocks when they could get them, but many ended up fighting while wearing only normal khaki uniforms, or with blankets worn as cloaks. If you like you can paint their uniforms in camo as a sort of halfway stage.

This Scout Squad, equipped with rifles, will cost 105pts, which is the same as the smaller Regular Infantry Squad (the one with 1 LMG). This means you can substitute that squad with the Scouts while keeping the same points and Order Dice total. The Scouts have less firepower than the Regular Infantry Squad does but make up for it by being very difficult to kill when they’re in cover (Infiltrator is a powerful special rule). For some matchups this will be a good thing.

You see Comrade? All the plastic models are used after all!

The medium machine gun is not used. If you want. you could buy a medium mortar or another MMG or HMG and then have a heavy weapons platoon. We chose not to do that here, as we didn’t want to add too many other models.

Tactics
This list has a huge amount of infantry firepower. It can outshoot most things, and what it can’t outshoot it can outlast. Your two big LMG squads should stay close, with the Medic, Commissar and Company Commander behind them. With all those bonuses, and with their size, these squads should be brutally resilient.

Speaking of brutality, the Tank Riders will be very effective up close, capable of deleting enemy Weapons Teams and mauling large squads, even in cover. Don’t get them senselessly killed by charging across open ground though – they work better as a counterattacking or flanking force. Let the Regular Infantry Squads take the casualties.

The T-34 is mainly a tank killer. Use it in combination with your Light AT Gun to flank enemy armor and destroy them. Once it’s gone your vehicles can start to bully enemy infantry. Your Anti-tank Rifles are great against enemy Light vehicles and can put Pins on heavier tanks. That -1 To Hit from just a single Pin will often mean that an enemy tank can’t do enough damage to make up its point cost.

Lastly, a Soviet Forward Artillery Observer has a good punch, especially if timed correctly. And your Massed Batteries Army Special Rule ensures it will hit a wide area when it arrives. The two extra men are there to ensure the unit doesn’t get wiped out before it can deliver that punch. Keep it away from Snipers though.

What’s Next?

Thoughts and musings on where to go from here:

  • Additional Armor – One Tank and one Armored Car is the minimum you can bring in an Armored Platoon, so there’s definitely room to expand here. Soviets don’t have great Light Tanks or Armored Cars but our Mediums are pretty solid, and the T-34/76 is about as affordable as a decent Medium Tank gets. You could take a second T-34 if you wanted – this can be very effective because your opponent probably didn’t bring enough anti-tank to beat two 9+ Tanks at the same time. Alternatively, you could take one of the excellent Soviet assault guns, or even some Lend-Lease American or British vehicles (there are 15 available). In general, Soviet Tanks are very effective at winning tank duels and less good at bullying infantry, so if you load up on armor then make sure to take some anti-personnel weapons to balance it out.
  • Add a Heavy Weapons Platoon – If you pick up some more Heavy Weapons then your unused Machine Gun Team can be used. Medium Mortars are great to assist aggressive tank tactics. The Soviets are one of only two armies that can take Heavy Machine Guns in Heavy Weapons Platoons, and these are so absurdly good at it would be a shame not to take some.
  • Artillery – The Soviets have access to one of the best artillery pieces in the game, the ZiS-3. If you’re taking an Artillery Platoon anyway, then adding one (or more) of these beasts will be a big advantage. They work amazingly with an Forward Artillery Observer because the Observer can spot for the guns if they’re firing in indirect howitzer mode.
  • Specialist Infantry – You probably do not need more infantry. You could possibly go to your grave never having bought another Soviet infantry model and you wouldn’t lose out. If you absolutely wanted to get some more, I would recommend something interesting and unique rather than just more plastic infantry. Maybe get some unique Scout models, or some Armored Assault Engineers, or something that makes your army more uniquely yours. For example, I’ve added Bad Squiddo female models to reflect real-world Soviet female rifle units, and Wargames Atlantic Partisans to represent partisans and workers’ militias. Your army will be different from mine and that’s great.

EJ

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