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INSIDE YOU WILL FIND:

History of Operation Babylon, the Axis


invasion of Iraq, and the Allied and
SSUresponse.
Six new platoon organisations:
Allied USMC Rifle Platoon,
Allied USMC Heavy Assault Walker Platoon,
Axis NDAK Grenadier Platoon,
Axis NDAK Panzergrenadier Platoon,
SSU Spetsnaz Task Force, and
SSU Heavy Breakthrough Tank Platoon.
Rules for 6 new Heroes, 14 new Infantry
units, and 10 new Vehicles, including
Generalfeldmarschall Rommel, the M7D
Devastator heavy assault phaser, and Spetsnaz
Saboteur Squads.
Rules for fielding the Sisters of Demolition
Mercenary Unit.
Options to field Captured Vehicles including
Pounder, Ludwig, and KV-47 walkers.
New Desert Terrain rules.
Six new Scenarios.
Printed in China

This is a supplement for Dust Tactics and Dust Tactics Battlefield.


A copy of the rule book for Dust Tactics is necessary
to use the contents of this book.
Product Code D217
ISBN 9781940825243

www .DUST-TACTICS. com

Copyright Battlefront Miniatures Limited, 2014. All rights reserved.


All photos, illustrations and characters, are Copyright 2014 Dust Studio Ltd

VE

OPERATION BABYLON, THE BATTLE FOR THE CRADLE OF CIVILISATION, 1947

When the Blutkreuz Korps unearthed records


of an ancient alien energy source hidden in
Mesopotamia, they started working on plans to
recover it. Now, their plans are coming to fruition.
Operation Babylon thrusts Rommel, The Desert
Foxs, Neue Deutsches Afrikakorps (NDAK),
the New German Afrika Corps, into the cradle
of civilisation in central Iraq. Their mission is
to secure the region around the ancient city of
Babylon so that Blutkreuz Korps archaeologists
andscientists can unearth the alien power source.
To do so, they must defeat the elite 4th Marine
Division of the US Marine Corps. Unaware
of the true reason for the Axis invasion and
still recovering from its ordeal in the battle for
Zverograd, the Marines none-the-less react quickly
and forcefully, attacking NDAK forces wherever
they are found.
Meanwhile, the Spetsnaz special forces of the
Sino-Soviet Union (SSU) raid both sides, intent on
setting the region ablaze. Once they learn of the
Axis plans, they join the race to locate and control
the alien power source.

B
EX A
CL CK
US E
I R

THE DESERT FOX RETURNS!

CONTENTS
Operation Babylon . . . . . . . . . . . . . . . . . . . . . . . . . 1
Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Captured Walkers . . . . . . . . . . . . . . . . . . . . . . . . . 10
Introductions to Platoons . . . . . . . . . . . . . . . . . 12

Desert Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Leopold (Trop) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Jagdluther . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Stummel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Knigslothar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

ALLIES

SSU

USMC in the Middle East . . . . . . . . . . . . . . . . . . 14


Allied Platoons

SSU Spetsnaz Operations . . . . . . . . . . . . . . . . . 48


SSU Platoons

Allied Units

SSU Units

USMC Rifle Platoon . . . . . . . . . . . . . . . . . . . . . . . . 16


USMC Heavy Assault Walker Platoon . . . . . . . . . 18

Quiet Jack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Machete Mack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Mustangs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Devil Dogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Mavericks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Saints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Steel Marines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mickey (Light) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Barking Dog (Light) . . . . . . . . . . . . . . . . . . . . . . . . 28
Devastator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Spetsnaz Task Force . . . . . . . . . . . . . . . . . . . . . . . . . 50


Heavy Breakthrough Tank Platoon . . . . . . . . . . . . 52

Iosef Stalin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Red Banner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Ivan the Butcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Task Force Command . . . . . . . . . . . . . . . . . . . . . . . 56
Killers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Saboteurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Steel Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Aleksei (Tsh) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Anatoly (Tsh) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

AXIS

TERRAIN & SCENARIOS

Neue Deutsches Afrikakorps . . . . . . . . . . . . . . 30


Axis Platoons

Operation Babylon Battlefields . . . . . . . . . . . 62


Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

NDAK Grenadier Platoon . . . . . . . . . . . . . . . . . . . 34


NDAK Panzergrenadier Platoon . . . . . . . . . . . . . . 36

Axis Units

The Desert Fox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38


Tina and Hyne . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Fox Cubs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Sand Vipers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
African Lions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Dust Created by

Paolo Parente
Game Design by

Olivier Zamfirescu, Phil Yates,


and Andrew Haught

Dust Studio Art Director


Vincent Fontaine

Graphic Design by
Casey Davies

Sandstorms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Middle Eastern Terrain . . . . . . . . . . . . . . . . . . . . . . 66
Scenario 1: Outpost Whiskey . . . . . . . . . . . . . . . . . 67
Scenario 2: A Rude Sandstorm . . . . . . . . . . . . . . . . 68
Scenario 3: Bad Jump I . . . . . . . . . . . . . . . . . . . . . . . 69
Scenario 4: Bad Jump II: . . . . . . . . . . . . . . . . . . . . . 70
Scenario 5: A Mighty Bad Thirst . . . . . . . . . . . . . . 71
Scenario 6: The Search . . . . . . . . . . . . . . . . . . . . . . . 72

The miniatures depicted herein were designed and created by Dust Studio Ltd. Dust Tactics, Dust Studio Ltd, Dust
Studio logo and Dust Tactics logo are trademarks of Dust Studio Ltd. All rights reserved. All photos, illustrations,
characters, and text are copyright 2014 and are used, under license, by Battlefront Miniatures Ltd. No portion
hereof may be copied without the express permission of Dust Studio Ltd.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in
any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any
form of binding or cover other than that in which it is published and without a similar condition being imposed on
the subsequent purchaser.
Battlefront Miniatures Ltd, and Dust Studio Ltd 2014.

Under the leadership of Baron Leopold von Thaler and his


daughter Sigrid, the Blutkreuz Korps (Blood Cross Corps)
had studied alien technology discovered in Antarctica, with
the help of Kvasir, one of the alien Vril. The focus of this
study was VK, Vril-Kultur, the substance that enabled their
superior technology. With the fall of the Nazi regime in
1943, the Blutkreuz Korps took control of Germany, and
ultimately the entire Axis.

that the Vril had bases on Earth: repair and maintenance


facilities for their spaceships, scientific labs and maybe even
weapon stocks. He also knew that they had mapped every
major region filled with VK Earth was after all part of
their strategic reserve should they need it in a future war.
But this time, what Kvasir was talking about was different.
Von Thaler hadnt quite understood what it was and gently
pushed the alien, over many long nights, into explanations.

The Blutkreuz Korps hunted Ahnenerbe operatives across the


world, usually with even more determination and cruelty
than their hunt for Allied and SSU agents and saboteurs.
After all, these are traitors, and the research they were
concealing could prove crucial to winning this war. It was
one of these hunts that led to Operation Babylon.

For the Ahnenerbe, this had been their wildest dreams


come true. The Blutkreuz Korps controls all VK mines and
processing facilities in Axis-held territories. The Ahnenerbe
had yet to find a source of VK in a place far enough from
prying eyes to build their own processing facilities. If they
could use this new form of power, they may yet regain
power in the Axis bloc. Their agents have been searching for
the lost alien cache, and may be very close to success.

Once in power, they turned on the Ahnenerbe (Ancestral


Legacy), an organisation formed to research the twisted
beliefs in the occult and the supremacy of the Aryan Race
of the now-deceased leaders of Nazi Germany, Hitler and
Himmler. Unfortunately for their plans, some Ahnenerbe
researchers disappeared before the Blutkreuz could lay its
hand on them and their research. The escapees were kept
hidden by Nazis loyal to the old regime and protected by
those of the SS (Hitlers Schutzstaffel, his personal army)
who rejected the change in leadership.

After a while Kvasir reluctantly explained that in the past


his race had fought an interstellar war. During that war,
they had come across a supply of their opponents energy
source. Very different from VK, their power source was
created through absorbing the light emitted by dying suns.
Even the Vril could not fully comprehend how this process
worked, nor what to do with the stocks they had now at
hand. They hid it far away, on a remote planet named Earth.

Hunting an Anhenerbe agent hidden in the Swiss Alps,


Angela Wolf, the sniper who shot Hitler, found a large
stash of documents. These proved to be transcripts of
conversations between Kvasir (shot by Sigrid attempting
to take off in his repaired spacecraft) and the now deceased
Baron von Thaler. These had been stolen by an Ahnenerbe
double agent who had managed to stay in the ranks of the
Blutkreuz Korps and all traces of their existence erased.

Having learned this, the Blutkreuz Korps must stop the


Ahnenerbe, and their other enemies from gaining control
of this new type of energy. Even if they cannot use it,
they know it will take years to study before they can make
anything useful out of it, they must not to let it fall into
enemy hands. And therein lies the problem. Kvasir didnt
know the exact location of the facility, but narrowed it down
to Mesopotamia, the ancient cradle of civilisation between
the Tigris and the Euphrates in modern Iraq. Long a part
of the global British Empire, Iraq is far from the Axis
Fatherland and heavily-garrisoned by Allied troops.

In these conversations Kvasir described a place warm as


the sun and filled with energy. Von Thaler already knew

Secrets Within Secrets

Secrets within Secrets

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AXIS

Milan

Odessa

FAT H E R L A N D
B elgrade

CORSICA

I TA LY
Rome

SARDINIA

Sevastopol

Bucharest

S ophia

BLACK SEA

Naples
Istanbul
Palermo
Ankara
Athens

TURKEY
(NEUTRAL)

Tunis

TUNISIA

M E D I T E RRA N E A N
SEA

CRETE
CYPRUS
Beirut

LEBANON
PA L E S T I N E

T ripoli

Amman

Benghazi

Tobruk

Jerusalem
Alexandria
Cairo

TRANSJORDAN

NORDAFRIK A
L I B YA
EGYPT

NIGER

SUDAN
CHAD

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LIBER ATED
AFRIC AN
PROTEC TOR ATE
Khartoum

27/05/14 5:11 PM

Damasc

SSU

Rostov
Z verograd

MOTHERLAND

C A S PIA N
SEA

Baku

Tehrn

SYRIA
IRAQ

See maps on pages 4, 14, 30, and 48.

IRAN

B aghdad

Damascus

B abylon

INE

Basrah

Amman

NSDAN

ALLIED

PERSIAN
GULF

FREE TERRITORIES

TRUCIAL
COAST

Riyadh

GULF OF
OMAN
Muscat

OMAN

SAUDI
ARABIA

M ecca

RED
SEA

ADEN

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Baghdad
4TH MARINE
DIVISION
Madain
Muhmudiyah
Azizyah

T ig r

Musayib

is R

ive r

Babylon
Numaniyah
Hillah

FALSCHIRM-FUSS-PANZERGRENADIER-DIVISION 1
ALBERT KESSELRING
K ut

FUSS-PANZER
GRENADIER DIVISION 15
Al Q asim

PANZER
DIVISION 21
Najaf

Al-Hay

D iwaniyah

Amar

13e DEMI-BRIGADE DE
LGION TRANGRE

Al-Hamzah

Rumaythah
Shatrah
Samawah

IRAQ

Nasiriyah
Chibayish
Suq Al-Shuyukh

K
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Projekt Kraken

IRAN

The problem of finding the alien cache before the Ahnenerbe


seemed insurmountable. Mounting a major expedition to
Mesopotamia was impossible, and the few Blutkreuz agents
in the area turned up nothing. Then a solution presented
itself. Projekt Kraken, a collaboration with the Imperial
Japanese Navy, had finally born fruit after six years of
intense development.

Projekt Kraken came from the idea that to make an aircraft


carrier safe from air attacks, it also has to be a submarine. To
build such a ship would need huge amounts of time, money,
steel and manpower, and VK engines of course. The cost
would be enormous, but the Imperial Navy was not deterred.
With such ships, the Axis would dominate the worlds oceans.
Never daunted by a challenge, the Japanese built a secret
shipyard in Brunei in 1941, far from prying eyes. Now, in
1947, the Imperial Japanese Navy has a submarine, I-501,
measuring 250 metres long (over eight hundred feet) carrying
148 fighter and dive-bomber aircraft. The Kriegsmarine, the
Axis navy, has its sister ship, the Kraken.

Amarah

Projekt Kraken

Using the Kraken as their base of operations in the Persian


Gulf, the Axis forces began their search in earnest. Having
replaced its bombers with transport aircraft, the Kraken
surfaced at night to launch aircraft filled with Blutkreuz
commandos seeking the alien cache. Over half of these
missions were diversionary attacks to mislead the Allies as to
their purpose, while the rest sought the location of the cache.

The Allied command had no idea where these raids were


coming from. Their intelligence services best guess is that the
Axis has enhanced the range of its aircraft, allowing them
to reach Iraq from the Caucasus or Libya. They had even
less idea as to their purpose, with tying down and wearing
out our troops being the most popular guess. A vast radar
network was slowly built up to track the raids, but they were
looking in the wrong direction.

E u ph r

ates Riv

er

ibayish

Al Shafi

2ND ARMOURED
BRIGADE
B asrah

Despite the assistance of Projekt Kraken, the Blutkreuz Korps


progress is still too slow for von Thaler. The searchers need
to spend more time on the ground evaluating possible sites.
Short night-time raids often do not allow them to excavate
archaeological sites, or sometimes, even to find them. The
Axis needs to invade Iraq and capture the Mesopotamia to
give the scientists a free rein.

Given the codename Operation Babylon, the invasion has


been carefully planned. The invasion force will be far from any
assistance, fighting in a hostile environment. Surprise will be
essential to pull it off.

K U WA I T
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Operation Babylon
At 00:30 on April 27, the Fallschirmjger (paratroopers)
and Raketentruppen (rocket troops) and Panzerkampflufer
(Armoured Combat Walkers) of Fallschirm-Fuss-PanzerDivision 1 Albert Kesselring (1st Albert Kesselring Parachute
Foot-Armoured Division) assembled in full battle gear on
airfields south of Zverograd. Having been served a particularly fine dinner a few hours earlier, they knew that this was
the day. Whatever they had been training so hard for, was
going to happen now. Officers opened their sealed orders to
find that the whole division would be involved in Operation
Babylon, and that its objective was huge. The division would
have to take control of the triangle between Numaniyah,
Kut, and Al-Hayan area roughly 100 km by 50 kmas
the eastern flank of the invasion.

At 02:30 the first wave of aircraft from Luftflotte 8, the


8thAir Fleet, took off and headed south across Georgia
and Armenia. They arrived over Mesopotamia an endless
three hours later. At this time of night, no Allied fighters
were expected during the first flight, but the transports had
not much choice in their flight path. The pilots would have
preferred to fly over the Caspian Sea, but with such a heavy
load, there wouldnt be much gas left on the way home, even
on a direct route. If anything went wrong or fighters did
find them, there wouldnt be much they could do but pray.
Assault elements of Fallschirm-Pionier-Bataillon 1 Albert
Kesselring (1stAlbert Kesselring Parachute Pioneer
Battalion) and Fallschirm-Aufklrungs-Abteilung 1 Albert
Kesselring (1st Albert Kesselring Parachute Reconnaissance
Battalion) were the first to land, just before dawn at around
05:30. Their mission was to secure an abandoned airfield
east of Kut. This airfield would allow heavy gliders to land,
bringing in more troops and the heavier equipment and
walkers that theyd need to hold their gains. The rest of
the Fallschirmjger landed further south and east to secure
the target area. By then, the sun was rising and the Allies
were on full alert. Allied pilots scrambled their fighters, and
mobilised their available ground troops.

Meanwhile, the transports returned to their airfields,


quickly refuelling and loading the second wave, including
Fallschirm-Panzer-Regiment 1 Albert Kesselring (1stAlbert
Kesselring Parachute Armoured Regiment). The Axis pilots
knew that the next few hours, wouldnt be easy. The air
would be filled with rather nasty aircraft bearing large white
stars. Fortunately, they would have air cover available from
several wings of Fledermaus jet fighters, particularly the aces
of Jagdgeschwader 13 for at least the first half of their flight.
Meanwhile, another invasion force was approaching from
the east, the Neue Deutsches Afrikakorps (NDAK). These elite
troops from Army Group Afrika were perfect for Operation
Babylon, being trained and equipped for desert warfare.
Using the submarine flotilla that had supplied the Japanese
with German walkers for the invasion of India in 1945, the
two most experienced NDAK divisions were moved to the
Persian Gulf.

As dawn broke on 27 April, the mighty Kraken surfaced


off the coast of Kuwait, dangerously close to Bubiyan
Island. Its heavy transport aircraft started moving the first
wave of the Fuss-Panzergrenadier-Division 15 (15th FootArmoured Grenadier Division) and Panzer-Division21
(21stArmoured Division). They would have to do the heavy
lifting in Operation Babylon, with the objective of the ruins
of ancient Babylon and the western flank along the line of
the towns of Al Qasim, Diwaniyah and Al-Hamzah. With
secondary objectives in the whole area. Intelligence reports
indicated that this wouldnt be a difficult task. The area was
quite large, but poorly defended. Once on the ground, the
first task would be to close the road south from Baghdad
to Babylon, limiting the options for the 4th Marine Division (4th MarDiv) of the old US Marine Corps. If this key
road is not held, the Marines will be able to push down to
Babylon and from there straight into the heart of the Axis
invasion force.

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Once the northern flank is secure, the southern flank is the


next priority. The 2nd Armoured Brigade, made up of some
of the original British regiments that fought in the first
desert battles, and the 13e Demi-Brigade de Lgion trangre
(13th Half-brigade of the Foreign Legion), one of the
French units that survived long enough to join the Allied
forces, are stationed towards the Persian Gulf, further from
the Axis landings. Theyll take longer to get into the battle,
but have significant armoured forces making them perhaps
a greater threat. This threat increases dramatically over
time as the Allies can transfer additional troops such as
the famous Desert Rats, the 7th Armoured Division, from
Egypt and India with relative ease.

Once the area of operations is secured, the main task


begins, holding the whole area while the Blutkreuz Korps
scientists and archaeologists seek out the exact location of the alien energy reserve. From the preliminary
agent reports, this isnt going to be an easy task. There are
hundreds of sites to search, and each will take considerable
time to locate, excavate, and evaluate. The scientists wont
start until the area is totally safethey scare easily.

Operation Babylon

With the main attack routes blocked, the next priority is


water. After the initial surprise attack, being supplied by air

will be very difficult. The few survivors of Stalingrad present


remember that all too well. Even with water rationing,
the amount needed by a corps of three divisions every day
is immense, so holding oases and other sources of water
against Allied raiders would be essential to the success of
Operation Babylon.

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MERCENARIES
Mercenaries dont die...They just go to hell to regroup.
Even if the three large blocs control around 90% of
the planet, there are still a few countries that
have managed to remain outside this
unending war. Most of these are part
of the Neutral Nation Organization.
The inhabitants of these countries
try to live their lives as best as they
can, and do a little business on the
side, of course. This war draws a
lot of resources, and as such a lot
of money changes hands. What
better place to do business than
neutral ground?

One of the businesses run from


these neutral countries is the hire
of a growing number of mercenary
companies. While most of their
personnel come from neutral nations, some
contain deserters and soldiers missing in action
from the main power blocs. These mercenary companies
range in size from small, elite squads of specialists,
commandos, and assassins, to units of several platoons or
even whole regiments.

Most neutral cities are nests of spies. Between the


operatives of ASOCOM, the Blutkreuz Korps, and Smersh,
these cities are often very dangerous places, especially for
anyone who crosses the paths of these ruthless men and
women (or anyone unfortunate enough to be nearby).
Unsurprisingly, most mercenary companies are riddled with
agents and informers.

After all, what better way then to know what's


happening amongst your foes than to be hired
by them? Only the best companies can be
trusted to keep secrets, and only these
are useful for important operations.
Of course, these are also the most
expensive to hire.

Other shadowy organisations are


believed to make considerable
use of mercenaries, giving
them the freedom to operate
almost anywhere on the planet.
Amongst them are the very
dangerous Ahnenerbe, the former
SS remained loyal to the Third
Reich, Majestic 12, a secret Allied
council seeking alien technology,
and even agents of the Tsarist counterrevolutionary movement Sacred Dawn, always
eager to wreck chaos anywhere the SSU is involved.

Fielding Mercenaries
The war has run for a long time, and every army is short
of manpower. Sometimes the easiest way to gather the
strength they need for an operation is to hire it.

Any Bloc may field Mercenary Units as part of their force.


Non-Mercenary Command Squads cannot target Mercenary Units with their Command Squad Special Actions.

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MERCENARY CLEANING TEAM


COORDINATED FIRE MERCENARY
AUTO GRENADE LAUNCHER: GRENADE
SULPHUR JET: FLAME

RANGE

A 3X AUTO GRENADE LAUNCHER

3
1
C

1 22 21 11

2X SULPHUR JET

3X DEMO CHARGE

13 13 13 13 13 13 12 12 12 12 12

COORDINATED FIRE

All Auto Grenade Launchers in or Joined to this Unit targeting the


same Unit must select the same target square (in Dust Tactics) or the
same position for the centre of their Blast templates (in Dust Tactics
Battlefield). Resolve all of their attacks at the same time, rolling 1 die for
each Auto Grenade launcher against each miniature under the combined
templates.

MERCENARY

Can be fielded by any Bloc. Non-Mercenary Command Squad Special


Actions cannot target a Mercenary Unit.

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

FLAME

Targets get no Saves from this weapon and are Suppressed.

Many people on the planet are fed up with this


war. There have been too many casualties, too
many cities burned to the ground, and too much
suffering. Throughout the world, the war has left
deep scars, as deep as any left by the First World
War. So many men have been sent to the front,
of whom so few will ever return. As this conflict
enters its eighth year, young women now work the
farms, harvest the crops, and work in the factories.
When will this madness end?

After following the footsteps of the suffragette


movement, whose members had tried to prevent
the First World War, some radical young women
have taken things to the next level: if men wont
understand peace, maybe theyll understand war.
Armour
With the birth of this terrifying idea, the Sisters
of Demolition were born. These young women will
not be at the mercy of anyone anymore. They will
stop this war by killing all those who want for it
to continue.

MercenariesSisters of Demolition

SISTERS OF
DEMOLITION

OIN T

MERCENARY CLEANING TEAM

SISTERS OF DEMOLITION

Drawn from all countries and social backgrounds,


the Sisters of Demolition have all suffered from
this war one way or another. Maybe their village
was burned to the ground, or they were molested
and their loved ones killed. Maybe they have come
to the point where theres no future for them
anymore in this world outside of war. Maybe they
are simply fed up with this unending conflict that
everyone else except them seem to have accepted.
Unlike many mercenaries, the Sisters seem to have
an agenda that no one outside the organization
has yet discovered, but they now attract too much
attention for them to keep their secrets for long.

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Captured Walkers
When fighting at the end of an extended supply line, be it
in Mesopotamia, the Andes, or Antarctica, it is difficult to
get replacements for damaged and destroyed equipment.
Sometimes the best solution is to repair captured equipment and use that alongside your own.

While this sounds simple enough in theory, it is like the


recipe for Tiger Pie First, catch a Tiger. Even having
captured an enemy walker intact, putting it back into the
field isnt as easy as it sounds. Your mechanics have to
acquire or modify parts to repair any damage, you need to
find enough ammunition to keep it fighting, and then you
need to learn how to use it when all the instructions and
dials are in a foreign language, foreign units of measurement, or even a foreign alphabet!

Captured walkers arent the latest and greatest enemy


equipment. Even if you manage to capture such a treasure
in mostly working condition, the higher ups will confiscate
it and rush it back to the scientists at home so they can
figure out how it works. This only leaves the older equipment sitting around for your soldiers to scavenge.

Still, despite these difficulties, desperate crews will find


a way to repair captured vehicles and get them back into
action rather than sit and wait for a replacement that
will arrive any day now. Some of these vehicle have even
become quite famous when a photographer decides to take
a picture of an unusual subject and send back an interesting
story for the folks back home.

Fielding a Captured Walker


A player may field one captured walker in their force.
This walker has the characteristics shown on its Unit
Card, except that its Army Point cost is increased by
2points, so a captured Pounder would be 16 points
rather than 14 points, while a captured Ludwig would be

14points rather than 12 points. Only the walkers listed


in the Captured Walkers sections below may be fielded as
captured walkers.
Captured Walkers cannot be returned to the game with
the Replacement Officer Special Action.

Captured Allied Walkers


Although Allied forces were last to receive combat walkers,
their industrial might meant that their walkers soon
outnumbered their opponents. Its not surprising that both
the Axis and the SSU have captured and fielded quite a few
of them.
The NDAK is well known for its use of captured Allied
equipment as its supply line across the Mediterranean
Sea is perilous and frequently cut by the Allies, leading to
extreme shortages of equipment and spare parts. At one
point Rommels Kampfstaffel, his escort group, were entirely
equipped with captured Mickey and Pounder walkers as
there were no Axis walkers to spare for the task.
The soldiers of the SSU are used to operating with a much
lighter tail and less supplies than even the NDAK, and
their factories churn out walkers by the thousands. Despite
this, their waste not, want not attitude results in them
refurbishing any captured walkers they can and using them
against their former owners. Their familiarity with Allied

equipment from the days of Lend Lease when the Allies


actually supplied them with tanks also makes the transition easier.
Walkers known to have fought in the Axis and SSU forces:

M1A Wildfire: SSU soldiers appreciate the comparative


simplicity of the Wildfire. Sightings of them supporting
their infantry are common.

M3A Mickey: Being the most common Allied walker,


numerous M3A Mickey walkers were captured at Zverograd. Reports of them bedecked with Axis crosses and
operating against SSU units suggest that the new owners
wanted to avoid the mistakes that could happen fielding
them against Allied forces with the same equipment.

M3A2 Mickey (Light): Rommel himself was photographed


test driving a captured Mickey.
M3C Pounder: Rommels Kampfstaffel has had at least
three Pounders at various times.

Captured Axis Walkers


The Allies are less inclined to use Axis walkers, as their
supply lines are good, and replacement Allied walkers are
readily available. Some units have taken in the odd cuckoo
for the firepower Axis walkers offer, although they have
been vary careful to repaint them and cover them in Allied
stars to minimise the risk of friendly-fire accidents.
Having captured significant numbers of Axis walkers over
the last five years, the SSU make extensive use of captured
walkers, even modifying them to carry SSU weapons as in
the case of the Babushka and Matrioshka.

Walkers known to have fought in the Allied and SSU forces:

PzSpL I-A Heinrich: Several SSU heavy breakthrough


regiments field the Heinrich as their anti-aircraft vehicle.
PzKpfL II-A Luther: Few people have not seen the
famous photo of a Luther being used by the Seebees for
heavy lifting and obstacle clearance.

PzKpfL II-B Ludwig: At least one KV-47 light walker


unit has been spotted with a Ludwig as heavy fire support,
although other reports label it as a Matrioshka.
PzKpfL IV-D Jagdluther: The Guards Heavy Walker
Brigade captured a Jagdluther that they named Cuckoo.

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27/05/14 5:17 PM

After years of fighting on the Ostfront, the Axis troops


appreciate the rugged reliability of SSU equipment.
Lacking walkers of their own, Grenadier divisions
frequently return captured SSU walkers into service against
their former owners.
Allied forces, on the other hand, are generally less inclined
to use SSU equipment, viewing it as basic and primitive
(and distinctly uncomfortable and cramped!), despite its
obvious effectiveness.
Walkers known to have fought in the Allied and Axis forces:

KV-47A Nadya: The KV-47A Nadya with its twin 45mm


howitzers remains a favourite with Axis infantry divisions.
Its easy for a soldier to learn to use, even without specialist
pilot training, almost impossible to break (and easy to fix),
and ammunition is easy to come by.

KV-47L (TSh) Aleksei: Despite being a revelation to


both Allied and Axis intelligence services when it was first
seen in the Mesopotamian fighting, at least one KV-47L
Aleksei Gatling-gun walker has been noted supporting the
NDAK. This vehicle is possibly a replacement for a knocked
out Leopold anti-aircraft walker.
BR-47-100 Red Fury: The value of light, mobile anti-tank
guns is not lost on the US Marines. Both they and the
Rangers have been photographed turning the 100mm gun
of the BR-47-100 on its former owners.
IS-48B Lavrentiy Beria: While primitive by the exacting
standards of German engineering, the undeniable robustness of the IS-48 super-heavy tank, combined with its
powerful gun, seems to make it irresistible to Axis units
lacking armoured support of their own.

Captured Walkers

Captured SSU Walkers

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PLATOONS
Military forces are usually organised into platoons and
companies allowing troops to train and fight alongside the
same soldiers, building trust and experience that boosts
their performance. Dust Tactics Battlefield allows you to field
platoons to take advantage of this synergy.

A Platoon consists of a Platoon Leader Unit, usually


two or three required Combat Units and any number of
Supporting Units. Fielding the required Units gives all
of the Platoon and its Supporting Units the benefit of
the Platoon Advantage. Platoons are entirely optional.
However, if you choose to field one, you must field all of the
required Units in it.

How to Field a Platoon

The diagram below explains the structure of a platoon and how to field it.

Platoon Advantages

A Platoons Advantage only applies


to Units in the Platoon, including
Supporting Units. It does not apply to
independent Units, nor to Units from
other Platoons.

Mercenaries in Platoons
The most common reason for hiring mercenaries is simply
a shortage of troops of your own. This is particularly a
problem when at the end of a long supply line, as most
forces in Iraq find themselves.

You may replace up to one Combat Unit in a Platoon


with a Mercenary Unit. This Mercenary Unit must be of
the same type as the Unit it replaces (Infantry, Vehicle, or
Aircraft), and must have an Armour rating at least as high
as the Unit it replaces. Despite having insufficient Combat
Units, a Platoon hiring a Mercenary Unit in this way is
considered to have met the requirements for the Platoon.

Axis NDAK Panzergrenadier Platoon


A decade ago the Germans realised that infantry on foot
could never keep up with the pace of an armoured blitzkrieg, so they developed armoured infantry carriers. These

allowed the infantry to advance at the speed of the tanks


before dismounting to fight. The infantry quickly learned to
fight from their vehicles as well.

PLATOON LEADER

Fielding Multiple Platoons

OR

A player may field multiple Platoons


in their force. If they do so, they must
designate which Units belong to
each Platoon. Units do not have to
be part of a Platoon and can operate
independently.

Prinzluther

The Desert Fox

PRINZLUTHER AND THE DESERT FOX


Schtzenpanzerlufer VI-C (Command) and
Generalfeldmarschall Erwin Rommel

Prinzluther

Fox Cubs

PRINZLUTHER AND FOX CUBS


Schtzenpanzerlufer VI-C (Command) and
NDAK Command Grenadier Squad

COMBAT UNIT

COMBAT UNIT

Platoon Leader - Required

The Platoon Leader must be one


of the options given in this box.

Stummel

Sand Vipers

Choose one of the following units

Choose one of the following units

Schtzenpanzerlufer VI-G (Support)

NDAK Battle Grenadier Squad

Schtzenpanzerlufer VI-D (Infantry)

NDAK Tank-hunter Grenadier Squad

STUMMEL

Combat Unit - Required

SAND VIPERS

STURMLUTHER

The Platoon must include one of


the options from each Combat
Unit box.

AFRICAN LIONS

Typical Support

This describes the types of units


usually found supporting this
Platoon. This is not a limitation.
A Platoon can be supported by
any Units, or none at all.

Sturmluther

Choose one of the following units

Schtzenpanzerlufer VI-G (Support)

NDAK Battle Grenadier Squad

Schtzenpanzerlufer VI-D (Infantry)

NDAK Tank-hunter Grenadier Squad

SAND VIPERS

STUMMEL

STURMLUTHER

AFRICAN LIONS

TYPICAL SUPPORT

Platoon Advantage

If the Platoon has the required Units,


it gains the Platoon Advantage.
This can be found beneath the
platoon diagram or at the top of the
following page (as in this case).

African Lions

Choose one of the following units

The NDAK Panzergrenadier Platoon is almost self-supporting with its mix of walkers and infantry,
with weapons capable of tackling almost any foe. Like the NDAK Grenadier Platoons, the Panzergrenadiere often field Heavy Grenadier Squads like the Desert Suns for extra firepower (mounted in
a Schtzenpanzerlufer of course), and are supported by anti-tank walkers like the Jagdluther.

36

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Victors Axis NDAK Panzergrenadier Platoon

Victor Pesch has chosen to field an Axis NDAK Panzergrenadier Platoon


(see page 38). His Platoon consists of:

Platoon Leader

The Desert Fox, and


Prinzluther

13 Points
11 Points

Sand Vipers, and


Stummel
African Lions, and
Stummel

6 Points
12 Points
5 Points
12 Points

Fox Cubs
African Lions
Desert Sun
Captured Pounder

Total

11 Points
5 Points
9 Points
16 Points

100 Points

Platoons

Combat Units

Support Units

Vics platoon has The Desert Fox


and the Fox Cubs in a Prinzluther
giving it outstanding leadership.
Its combat element is a unit of
Sand Vipers, two of African Lions,
and one of Desert Sun mounted in
and on Stummel troop transports.
The infantry are backed up by a
captured Allied Pounder walker.
All of the infantry can fight from
their transports using the platoons
Mounted Assault special rule.

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Baghdad

IRAN

4th Marine Tank Bn


24th Marine Rgt
(RCT Clyde)

14th Marine
Rgt (Artillery)
4th Marine
Recon Bn

23rd Marine Rgt


(RCT Tony)

25th Marine Rgt


(RCT Jay)

PzAufkl Abt AK
FPzAufkl

Babylon

Abt 33
Numaniyah
Kut

FPz Rgt AK
FPzGr

FPz Rgt 8

Hillah
FPzGr

Rgt 155

FPzGr

Rgt 2 AK

Rgt 1 AK
FPzPio Abt 1AK

Al Q asim

FPz Art

Rgt 33
Al-Hay

Diwaniyah
Najaf

PzGr Rgt 192


Pz Rgt 100

Al-Shamiyah

Amarah

PzJg Abt 200


Al-Hamzah

IRAQ

FlaK Abt 305

13e DBLE
Rumaythah
Shatrah
Samawah

Nasiriyah
Chibayish
Suq Al-Shuyukh

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27/05/14 5:20 PM

FPz Rgt AK:


Fallschirm-Fuss-Panzer-Regiment 1 AK
(1st AK Parachute Foot-Armoured Regiment)

FPzGr Rgt 1 AK:


Fallschirm-Fuss-Panzergrenadier-Regiment 1 AK
(1st AK Parachute Foot-Armoured Infantry Regiment)

Fallschirm-Fuss-Panzergrenadier-Regiment 2 AK
FPzGr Rgt 2 AK:
(2nd AK Parachute Foot-Armoured Infantry Regiment)

AXIS UNITS

Fallschirm-Fuss-Panzer-Pionier-Abteilung 1 AK
FPzPio Abt AK:
(1st AK Parachute Foot-Armoured Pioneer Battalion)

PzAufkl Abt AK:


Fallschirm-Panzer-Aufklrungs-Abteilung 1 AK
(1st AK Parachute Armoured Reconnaissance Battalion)

Fuss-Panzer-Grenadier-Division 15
FPz Rgt 8:

Fuss-Panzer-Regiment 8 (8th Foot-Armoured Regiment)

FPzGr Rgt 155:


Fuss-Panzergrenadier-Regiment 155
(155th Foot-Armoured Infantry Regiment)

FPzArt Rgt 33:


Fuss-Panzer-Artillery-Regiment 33
(33rd Foot-Armoured Artillery Regiment)

Fuss-Panzer-Aufklrungs-Abteilung 33
FPzAufkl Abt 33:
(33rd Foot-Armoured Reconnaissance Battalion)

Panzer-Division 21
Pz Rgt 100:

Panzer-Regiment 100 (100th Armoured Regiment)

PzJg Abt 200:


FlaK Abt 305:

Panzerjger-Abteilung 200 (200th Tank-hunter Battalion)


FlaK-Abteilung 305 (305th Anti-aircraft Battalion)

PzGr Rgt 192:


Panzergrenadier-Regiment 192
(192nd Armoured Infantry Regiment)

4th Marine Division


RCT Tony:

Regimental Combat Team, 23rd Marine Regiment

RCT Jay:

Regimental Combat Team, 25th Marine Regiment

Regimental Combat Team, 24th Marine Regiment

Amarah

ALLIED UNITS

RCT Clyde:

4 Marine Tank Bn: 4th Marine Tank Battalion


th

4th Marine Recon Bn: 4th Marine Reconnaissance Battalion


14th Marine Rgt: 14th Marine Rgt (Artillery)

2nd Armoured Brigade

2nd Dragoon Gds: 2nd Dragoon Guards (The Queens Bays)

1st Rifle Brigade: 1st Battalion, The Rifle Brigade

2nd Rifle Brigade: 2nd Battalion, The Rifle Brigade

13e Demi-Brigade de Lgion trangre

13e DBLE: 13e Demi-Brigade de Lgion trangre


(13th Half-Brigade of the Foreign Legion)

2nd Rifle Brigade

ibayish

Al Shafi
1st Rifle Brigade

2nd Dragoon Gds

US MARINE CORPS IN
THE MIDDLE EAST
While in theory the Allied Bloc has eliminated the concept
of national armed forces, combining all of the member
countries armies into a grand Allied Army, the Allied
commanders recognise the value of traditions and esprit
de corps. One day perhaps, the Royal Marines and the US
Marine Corps will be combined into a new Allied Marine
Corps, but until then, the US Marine Corps remains.

The 4th Marine Division (4th MarDiv to the corps), started


its war with the capture of the Kwajalein Atoll in January
1945. After numerous successful campaigns, they were
selected for the landings near Zverograd on 9 March 1947.
Their assault was successful, but costly, resulting in the division being withdrawn for rebuilding near Baghdad in early
April. Just weeks later it found itself in the front line again
as the Axis launched Operation Babylon on 27 April.

Within a day of the Axis landings, the 4th MarDiv had


recalled all troops from leave and formed three regimental
combat teams: RCT Tony, RCT Clyde, and RCT Jay, based
on its three regiments. Named for their commanders, each
of these combined-arms battlegroups is supported by a
share of the divisional artillery regiment, the tank battalion,
and the reconnaissance battalion. Despite being organised
for amphibious assaults rather than desert warfare, the can
do attitude of the Marines, combined with requisitioning
every vehicle and piece of equipment they can get their
hands on, has recreated the 4thMarDiv as a motorised
division in record time. The leading elements, supported by
the light walkers of the reconnaissance battalion, move out
as evening fell on 28 April. The rest of 4th MarDiv followed
in the morning after a night of feverish activity.

RCT Jay advances quickly, following the main road from


Baghdad, past the ruins of Babylon (whose significance
is as yet unsuspected), before encountering the leading
Axis forces. RCT Tony has a harder time, moving on
minor roads and tracks to the north of the main road, but
bypasses the 15th Panzergrenadier Division, almost reaching
Kut before running into a very surprised Axis parachute
battalion. RCT Clyde moving across the open desert makes
good time initially, before running into the worst Shamal
sandstorm on record. Inexperienced in the ways of the
desert, the regiment halts and endures as best it can.

US Marine Corps in the Middle East

Fallschirm-Fuss-Panzer-Grenadier-Division 1 Albert Kesselring

Other Allied Forces in the Middle East

B asrah

K U WA I T

Like most troops in Iraq, the formerly-French 13me DBLE


was rebuilding when the Axis forces landed. Returning
from two weeks in the desert getting acquainted with its
new vehicles, they refuelled and rearmed, heading west
on 30 April. It advances quickly, its light walkers unhind
ered by the terrain, defeating elements of the 21st Panzer
Division in a vicious close-quarters battle.

The formerly-British 2nd Armoured Division was in the


process of shipping out to South East Asia when the Axis
attacked. Only the 2nd Armoured Brigade was still in Iraq.
Retrieving their vehicles, the brigade followed the 13me
DBLE northwards.

15
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Allied USMC Rifle Platoon

PLATOON LEADER

OR
Machete

MACHETE MACK

Gunnery Sergeant Q. Mack Macdonald, USMC

Mustangs

MUSTANGS

USMC Command Squad

COMBAT UNIT

COMBAT UNIT

Mavericks

The Saints

Choose one of the following units

Choose one of the following units

USMC Fire Support Squad

USMC Fire Support Squad

USMC Rifle Squad

USMC Rifle Squad

DEVIL DOGS

DEVIL DOGS

MAVERICKS

MAVERICKS

THE SAINTS

THE SAINTS

USMC Demolition Squad

USMC Demolition Squad

COMBAT UNIT

COMBAT UNIT

Steel Marines

Barking Dog (Light)

Choose one of the following units

Choose one of the following units

USMC Fire Support Squad

USMC Heavy Engineer Squad

USMC Rifle Squad

M3A2 Medium Combat WalkerClose Support

USMC Demolition Squad

M3G2 Medium Combat WalkerAnti-tank

STEEL MARINES

DEVIL DOGS
MAVERICKS

THE SAINTS

STEEL MARINES

MICKEY (LIGHT)

BARKING DOG (LIGHT)

USMC Heavy Engineer Squad

TYPICAL SUPPORT

The US Marine Corps believes in firepower at the lowest levels. They integrate heavy units like the
Steel Marines and medium tanks into their platoons, then back them up with even heavier firepower
from their heavy machine-guns and mortars. When they face a tough challenge, they call on weapons
like the M7D Devastator heavy assault walker and their own aircraft, principally the Stormstrike and
Thunderstrike of the P-48 Pelican-series.

16
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All USMC Units and any open-topped M3 Medium


Combat Walkers (such as an M3A2 Mickey (Light) or
M3G2 Barking Dog (Light) walker) in or supporting a
USMC Rifle Platoon gain the Brave skill (see page 97 of
the rulebook), using three dice when rolling to remove
Under Fire and Suppression tokens.

The US Marine Corps


When the Allies decided join forces under a unified
government, their militaries merged under the new banner.
Well, almost all of them. The US Marine Corps (USMC)
had entered the war in the Pacific alone, and they would
end it alone. Things have changed of course. Any citizen of
the Allied bloc can now join the Corps, but nothing will
change the name, traditions, and history of the USMC.
Thanks to its unique structure, training and tactics, the
Marine Corps is now one of the most important assets the
Allies have. The Marines are fighting on some of the worst
places on Earth, their forces stretched to the limit. As of
the beginning of 1947, there are six Marine Divisions in
operation, with a seventh planned. The divisions and their
zone of operations are as follows.

1st Marine Division

The 1st Marine Division (1st MarDiv) is fighting in the


Pacific, mostly in the Philippines and Borneo. Combat
there is exclusively jungle warfare, a deadly hide and seek
with forces from the Imperial Japanese Navy.

2nd Marine Division

The 2nd MarDiv was rushed to the Everglades after the


SSU landings there. Operation Hard Skin, as this action
is now formally designated, is a deadly match between

Marines and SSU naval infantry. The only winners are the
local alligators, who now have much more food!

Allied USMC Rifle Platoon

Platoon Advantage Semper Fi


The motto Semper Fi (shortened for Semper Fidelis) has
been adopted by the USMC in 1883. It means always
faithful, to the Corps and Country. It serves as a rallying
cry for all Marines around the globe. Thanks to it they
remember the deeds of their elders, and the future generations will be inspired by their actions of the day.

3rd Marine Division

The 3rd MarDiv was pulled from the Pacific Theatre to


oppose the SSU landings in Alaska. The Marines Operation Live Free or Die is a desperate battle against elite SSU
forces. They are the only thing stopping the invaders.

4th Marine Division

The 4th MarDiv fought in Zverograd before recuperating in


the Middle East under the Ninth Allied Army in Tehran.
Its role was to protect the oil fields so vital to the Allied
war effort. It is now fully engaged in Operation Babylon.

5th Marine Division

The 5th MarDiv has responded to the Australians distress


call to fight off the Axis invasion of their homeland. As the
only unit available to counter the enemy in the Northwest,
where armies advance and retreat several times in a week.

6th Marine Division

The SSU advance has cut the 6th MarDiv in half, split
between the eastern Burma and western French Indochina
where it fights alongside the Free French Foreign Legion.
Here, nature is sometimes more deadly than the enemy.

17
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Allied USMC Heavy Assault Walker Platoon


The US Marine Corps has learned the hard way that it
needs heavy armour to take out fortified defences. Their
heavy assault walker platoons are ideal for this role, walking
into the inferno to destroy the enemy at point blank range.
Unfortunately, this requires exposing them to enemy close-

combat tank hunters. The Corps assigns each tank a Marine


squad as an escort to keep the heavy walkers alive as they
close with the enemy, and to mop up the survivors after the
walkers have done their job. Its dangerous work, but thats
never stopped the Marines before.

PLATOON LEADER

COMBAT UNIT

Devastator

Mavericks

Choose one of the following units

Choose one of the following units

M7A Heavy Assault WalkerAnti-tank

USMC Fire Support Squad

M7B Heavy Assault WalkerNapalm

USMC Rifle Squad

PUNISHER

DEVIL DOGS

FIREBALL

MAVERICKS

DEVASTATOR

THE SAINTS

M7D Heavy Assault WalkerPhaser

USMC Demolition Squad

COMBAT UNIT

COMBAT UNIT

The Saints

Fireball

Choose one of the following units

Choose one of the following units

M7A Heavy Assault WalkerAnti-tank

USMC Fire Support Squad

M7B Heavy Assault WalkerNapalm

USMC Rifle Squad

DEVIL DOGS

PUNISHER

MAVERICKS

FIREBALL

THE SAINTS

DEVASTATOR

M7D Heavy Assault WalkerPhaser

USMC Demolition Squad

TYPICAL SUPPORT

Heavy assault walkers are given the toughest tasks. As a result, they are given any support they
request, provided that it is available. Their assaults are often supported by M7C Long Tom II artillery
pieces and massed mortar fire, while heavy air strikes precede their advance.

Platoon Advantage Close Cooperation


The US Marine Corps values its heavy assault walkers
and never sends them into battle without an escort.
The escorting Marines accompany the walkers making
sure that enemy infantry do not sneak up on them and
attack them with close-range weapons. Once close to
the objective, the Marines assault under cover of the
walkers fire.

When an M7 Heavy Assault Walker (such as an M7D


Devastator) in or supporting a USMC Heavy Assault
Walker Platoon Activates, the player may select a USMC
Unit that has all of its soldiers and any Heroes that Join
it within 5cm or 2 of, or carried as Passengers by, the
walker. This Unit will Activate immediately after the
walker Activates. The Units first Action must be a Move
or March Move Action.

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When the Allies first encountered the German Tiger heavy


tank near Robaa in Tunisia in 1942, it was a shock for their
tank crews. Their guns couldnt do much against the beasts
thick hide, yet its gun could blow them to pieces from
miles away.

Soon, all of the Western Powers were working on superheavy tanks. They knew the day would come when they
would land on the heavily-fortified beaches of mainland
Europe. Then there would be the attack on the German
Reich itself, encircled by very strong defensive positions.
The Allied needed heavily-armoured tanks with powerful
guns to breech these defences. Right from the start, the
Allied engineers were thinking big. The first results were the
American T28 Super Heavy Tank (really a turretless assault
gun) with its unusual double tracks to carry its weight,
and the British Tortoise Heavy Assault Tank (A39), also
without a turret.
The Allies received a second shock with their first encounters with Axis combat walkers and their ability to go almost
anywhere. The Allied engineers went back to their drawing
boards, planning what they would do once they had the VK
technology to do it. With the creation of the Allied Bloc,
the T28 and the Tortoise projects were eventually merged
and combined with captured VK technology to create the
M7 series of heavy assault walkers that we know today.
The first versions were deployed in France to try and stop,
or at least slow, the Axis counterattack after the Allied
defeat in the Battle of the Bulge. They couldnt change the
Allies fate, but these huge and powerful vehicles did earn
their place in the Allied arsenal. There are currently three
versions of heavy assault walkers in service in the Allied
armies: the M7A Punisher, the M7B Fireball, and the
latest, the M7D Devastator.

M7A Punisher Gun Tank

The M7A Punisher is one of the heaviest vehicles in the


world. It was designed to destroy enemy fortifications and
hunt down its counterparts in enemys inventory. For such
a huge machine, it has an amazingly low profile. It is armed
with the following weapons:
Twin M3 155mm guns

Twin .50 cal machine-guns

Two twin.30 cal machine-gun turrets

Like the M7B Fireball, the Punisher has a passenger


compartment in the back capable of carrying an assault
team forward, safe under its heavy armour.

Allied Heavy Assault Walker Platoon

Allied Heavy Assault Walkers

M7B Fireball Napalm-thrower Tank

The M7B Fireball is a close-assault walker mounting what


is probably the largest flame-thrower on the planet. It
accompanies the infantry as it advances, clearing out any
point of resistance in the process. Its weapons are:
Heavy Napalm Thrower

Twin .50 cal machine-guns

Two twin.30 cal machine-gun turrets

M7D Devastator Phaser Tank

The M7D Devastator is built on a slightly different chassis,


to take advantage of the incredible possibilities of Allied
phaser technology. Its massive phaser gun can melt any
type of target. The heat is so intense that not even dust
remains. This weapon requires its own dedicated power
supply, so the Devastator has no passenger compartment.

480W Assault Phaser Gun

Twin.50 cal machine-guns

Twin.30 cal machine-gun turret

19
OperationBabylon.indb 19

27/05/14 5:22 PM

QUIET JACK

Master Sergeant Frank Stone joined the United


States Marines Corps before the war, and has
managed to stay out of the brig since, although
often barely just. His lack of discipline and his
willingness to say whats on his mind, even if he
just grunts most of the time, have not been not
great assets for his career, but his men have a huge
respect for him, as do his superiors, hes gung
ho alright.

Frank Stone got his nickname from his love of the


.30 cal machine-gun and the way he roars in bar
fights. Hes a veteran of many battles and knows
how to hit where it hurts, be it with his fists or
with his machine-gun. When Sergeant Stone gets
going, theres nothing quiet about him!
TACTICS
Unfazed by enemy fire, Quiet Jack inspires his
men to keep going while personally delivering
enough firepower to keep the enemy pinned to
the ground. Few men are strong enough to use a
.30 cal machine-gun the way Sergeant Stone does,
swinging it around like a submachine-gun. This
weapon gives him firepower of an entire squad.
Whether hes with his buddies or on his own, this
always comes handy.

There are guys, not that many, who always stay


cool. No matter what the situation is, what they
have in front of them, or what they have to back
them up, it doesnt matter. They have the dangerous
habit of always coming out on top, and if by some
misfortune they cant, theyll find a way out and
drag their men along with them. Thats the case
with Quiet Jack Stone.

OIN T

MASTER SERGEANT FRANK STONE, USMC

QUIET JACK
MASTER SERGEANT
FRANK STONE, USMC

AND STAY DOWN CHEAT DEATH


NOTHINS EASY
EXPERT - BARE KNUCKLES

RANGE

A 1X .30 CAL MG

71 61 41 21 41 21

21 21

1X BARE KNUCKLES

21 21 11 11

HERO

Armour

AND STAY DOWN:

Any Unit hit by Quiet Jacks .30 cal MG removes any Under Fire
tokens on it and gains a Suppression token if it does not already
haveone.

CHEAT DEATH:

If eliminated, roll a die. On a or , cancel one point of Damage and


Hero survives, but gains a Stunned token.
Hit on rolls of

EXPERT - BARE KNUCKLES:

as well as

. Does not apply to Units Joined.

NOTHINS EASY:

Any Unit Joined by Quiet Jack immediately removes all Under Fire and
Suppression tokens and cannot gain Under Fire or Suppression tokens.

20
OperationBabylon.indb 20

27/05/14 5:23 PM

GUNNERY SERGEANT
Q. MACK MACDONALD, USMC
OFFICER SCOUT
TRAIL BLAZER
EXPERT - BAR

A 1X M47 BAR AUTOMATIC RIFLE

41 31 21 11 21 11
1X PAIRED MACHETES

21 11

22 22 22 21

HERO

Hit on rolls of

as well as

EXPERT - BAR

. Does not apply to Units Joined.

MOVE AND FIRE

May take an extra Move Action either immediately before or after


performing an Attack or Sustained Attack Action using Ranged Weapons.

OFFICER

May take Officer Special Actions to reactivate or rearm their troops, or call
in reinforcements.

SCOUT

Take March Move Action as first Action of game, leaving one further
Action for that Activation.

TRAIL BLAZER

Machete Mack and any Unit he Joins can move up to 50cm or 20 through
Terrain (rather than the usual 40cm or 16 limit) when performing a March
Move Action.

Gunnery Sergeant Q Mack MacDonald has been


with the United States Marine Corps for more
than a decade. Raised in Japan where his father was
a diplomat, he has had a keen interest for martial
arts since he was a teenager. He now uses his skills
against his former teachers. Back in the United
States, he perfected his skills by becoming a prize
fighter. He is famous in the Corps for winning the
boxing championship twice, even beating his old
Armour
buddy Sergeant Stone to do so.

Quiet JackMachete Mack

Machete Mack is famous throughout the United


States Marine Corps for his ability to find a path
through the worst jungle in the Pacific Theatre,
and when there isnt a path, making one with his
machetes. That, and cutting down a whole enemy
platoon in hand to hand combat!

MACHETE MACK

RANGE

OIN T

GUNNERY SERGEANT Q. MACK MACDONALD, USMC

MACHETE MACK

TACTICS
Mack (no one who knows is willing to reveal
what the Q stands for) has served with the famed
Colonel Chesty Puller since Guadalcanal. Its
from this legend that he learned how to lead. One
of the things hes learned is that a straight line isnt
always the shortest distance.

Machete Mack often leads his men through the


worse terrain imaginable, picking a path that no
one else suspects is there. That way he can surprise
many of his enemies, who rarely expect that anyone
could come this way.

21
OperationBabylon.indb 21

27/05/14 5:24 PM

MUSTANGS
USMC COMMAND SQUAD

The Marines war has been going on for six years,


and the officers and NCOs (non-commissioned
officers) of the Marine Corps have amassed an
incredible amount of combat experience. The
Marines are the muscles of the Corps, the NCOs
are its heart, and the officers its brains.

Many of these officers are Mustangs, soldiers


who started out as privates, made NCO, and now
command them all. Mustangs are always older and
often more experienced than their peers who went
straight to officer school. They are also often closer
to their men and look after them as they have been
in these guys shoes. With their experience comes a
greater appreciation of what is at stake in this war,
and what it will take to win it.
Unlike many other forces, the officers of the
Marine Corps lead from the front. They can lead
their troops into any situation and know they will
come out on top. This is one of the keys to their
success, everyone working together and fighting to
win this war for good.

The United States Marine Corps was the first


American force to experience ground combat
in against the Japanese the Pacific Theatre. The
Marines battle against a Special Naval Landing
Force (SNLF) of the Imperial Navy on the island
of Guadalcanal in 1942 is legendary. Since this first
victory over the Japanese, there have been countless others: Bougainville, Saipan, Guam, Leyte,
Corregidor, Iwo Jima, etc. With the war spreading
to every corner of the globe, the USMC fights all
over the world, from Alaska to the Middle East,
from the jungles of Indochina to the deserts of
Western Australia.

OIN T

MUSTANGS

USMC COMMAND SQUAD


COMMAND SQUAD

RANGE

A 1X M47 BAR AUTOMATIC RIFLE

41 31 21 11 21 11

2X M4 .45 SUBMACHINE-GUN

51 41 31 21 31

71 61 41 21 41 21

12 12 12 11

21 11

2X SHOTGUN
5X MACHETE

COMMAND SQUAD

May perform Special Actions with its Officer, Medic, or Mechanic to


reactivate, heal, repair, or rearm Units, or to summon reinforcements.

TACTICS
Mustangs might be officers, but they are Marines before
anything else, and every Marine is a rifleman. Officers and
NCOs of the Corps can fight as well as Marine under their
command. They are front-line soldiers who are not afraid to get
their hands, and their fatigues, dirty.
Marine command squads are heavily armed, ready to intervene
any time their boys get stuck. Their short-range firepower is
enough to overcome just about anything less than an armoured
walker or a fortified strongpoint.

22
OperationBabylon.indb 22

27/05/14 5:24 PM

USMC FIRE SQUAD

RANGE

A 3X M47 BAR AUTOMATIC RIFLE

41 31 21 11 21 11

21 11

71 61 41 21 41 21

21 21

1X .30 CAL MG

1X M4 .45 SUBMACHINE-GUN

51 41 31 21 31

12 12 12 11

5X MACHETE

TACTICS
The Devil Dogs are among the two most common formation
found in the United States Marine Corps. The other one being
the Mavericks. They both emphasize mobility, while carrying a
lot of firepower. These squads pack quite a punch and can take
on almost any target, apart from heavily-armoured vehicles.

The Devil Dogs have learned the hard way against the soldiers
of the Imperial Japanese Navy that its best to overwhelm your
enemy whenever you can. The three BAR automatic riflemen
provide covering fire while the .30 cal get set up. When thats
done, theres not much that can withstand this amount of lead
flying around. At close range things get worse for the enemy as
the M4 submachine-gun adds its fire power as well!

In June 1918, during World War I, the Imperial


German Army launched its Spring Offensive. The
objective of this general assault was to achieve a
decisive victory before American troops could be
fully deployed on the Western Front. The war was
over in the East, thanks to the Soviet revolution
in Russia, and around 50 additional Prussian and
German divisions had now been redirected West.

The offensive was halted by the tenacious defence


of the 1st and 2nd Battalions of the 5th Marines
at Belleau Wood on the Marne River. There, in
the densely wooded terrain, the Marines entered
history as some of the fiercest soldiers on the
planet, defeating the Germans at point-blank
range. Early in the battle the Marines risked being
Armour
surrounded as neighbouring units retreated. On
being advised to do the same, Captain Lloyd W
Williams of the 2nd Battalion, 5th Marines uttered
the now-famous retort: Retreat? Hell, we just
got here.

USMC CommandDevil Dogs

DEVIL DOGS

OIN T

USMC FIRE SQUAD

DEVIL DOGS

A counterattack with fixed bayonets drove the


Germans out of the woods after some of the
fiercest fighting experienced by American forces
in the war. For its actions in Belleau Wood, the
4th Marine Brigade received the French Croix de
Guerre (War Cross), and the woods themselves
were renamed Bois de la Brigade de Marine, Marine
Brigade Wood.
In the aftermath of the battle, a German
report evaluated the Marines as equal to their
Stormtroopers, giving them the nickname Teufel
Hunden, Devil Dogs. The Marines still proudly
bear the nickname of their ancestors.

23
OperationBabylon.indb 23

27/05/14 5:25 PM

MAVERICKS
USMC RIFLE SQUAD

After three decades of service, the BAR is still


as deadly as ever. The weapon has gone through
several upgrades and is now much more reliable
than what it used to be. It requires daily cleaning
and stripping, but if done properly it will never jam
when you need it.
Widely issued to the Marines Corps, the BAR
is one of its staple weapons. For years the Corps
struggled to find the best way to use this rifle,
and finally reached the conclusion: the more,
the merrier! After trying to give one, then two,
then three to each platoon, whole squads are
now issued the weapon allowing one or two
men to give covering fire while the rest of the
squad manoeuvres.

The Mavericks can be found fighting all over the


globe, wherever the United States Marine Corps is
in action. Along with the USMC Fire Squad (the
Devil Dogs), the USMC Rifle Squad is the basis
for every Marine unit. These men dont carry much
else apart from a machete, chow, and plenty of
ammo. Their BAR is the only weapon they need.

The Browning Automatic Rifle (BAR) was


designed by famous gun maker John Browning in
1917. It was designed as a squad automatic weapon
for American troops fighting in France. Chambered in the powerful .30-06 Springfield round, it
was a instant success. It saw action at the very end
of the war, in 1918, during the Meuse-Argonne
offensive. The weapon was found so efficient that
the French Army placed an order for 15,000 on
top of American orders.

OIN T

MAVERICKS
USMC RIFLE SQUAD
MOVE AND FIRE

RANGE

A 5X M47 BAR AUTOMATIC RIFLE

41 31 21 11 21 11
5X MACHETE

21 11

12 12 12 11

MOVE AND FIRE

May take an extra Move Action either immediately before or after


performing an Attack or Sustained Attack Action using Ranged
Weapons. Applies to Heroes that Join this Unit as well.

TACTICS
Designed to be fired from the hip, the BAR allows the Marines
to keep advancing toward the enemy while shooting. The
Marines of a squad dont all shoot at the same time. While
some shoot others reload and move forward. Alternating fire
and movement like this to keeps the enemy under constant fire
as they close with the enemy.
This tactic also works well when combined with other units,
particularly the Devil Dogs. They set up their .30 cal and make
sure the enemy keeps his head down, while the Mavericks use
fire and manoeuvre to close with the enemy. Once the bullets
starts flying and theres not much the enemy can do.

24
Units Allied.indd 24

4/06/14 2:52 PM

RANGE

A 2X M4 .45 SUBMACHINE-GUN

51 41 31 21 31

71 61 41 21 41 21

3X SHOTGUN

5X DEMO CHARGE (LIMITED AMMO)

13 13 13 13 13 13 12 12 12 12 12

12 12 12 11

5X MACHETE

TACTICS
Whenever something with a thick shell needs to be cracked
open, most of the time it means a fortified position, The Saints
are called in. But they are also of help when theres armour
to deal with and unfortunately no other option is available.
Attacking a vehicle at such close range is always a life changing
experience, provided that you survive of course. Most of the
decorations these Marines get are given posthumously, and they
have the highest ratio of Medal of Honor recipients among
Marine forces.
When their precious satchel charges are expended, and if The
Saints are still with us, they are still very efficient Marines that
have a brutal impact on the battlefield. They are issued short
range powerful weapons and of course their beloved machetes.
In any Marine force, theres roughly one Demolition Squad for
every two or three of Rifle and Fire Squads.

As the Imperial Japanese Navy advanced through


the Pacific, it conquered a vast number of remote
islands. Left behind to defend each of them where
a few resolute soldiers who didnt have much, other
than a lot of free time on their hands. It wasnt
hard for them to imagine that someone would
come one day to try and take these islands away
from their Emperor. With nothing else to do, they
dug in. By the time the United States Marine
Corps arrived, some small islands had more
bunkers and pillboxes than they had coconut trees!

MavericksThe Saints

THE SAINTS

USMC DEMOLITION SQUAD

OIN T

USMC DEMOLITION SQUAD

THE SAINTS

When the reconquest of the Pacific started, the


Marines had to deal with these fortifications. It
quickly became obvious that the Corps would need
to adapt to get the job done. The Corps found its
response in the creation of demolition squads, units
expert in the handling of explosives. Their job is
simple, get close to a bunker, throw a satchel full of
explosives in the right direction, and most importantly, run as fast as they can in the opposite one.
As was proven numerous time during the First
World War, there is no best way to wander
around a battlefield than with a pack of explosives
strapped to your back. With such a high number
of casualties, these Devil Dogs called themselves
The Saints as it soon became evident that if you
were sent into one of these squads, you were soon
to meet your maker. Nevertheless these Marines
are immensely respected in the Corps, and
often benefit from slightly more relaxed discipline conditions.

25
OperationBabylon.indb 25

27/05/14 5:25 PM

STEEL MARINES
USMC HEAVY ENGINEER SQUAD

The Steel Marines heavy engineer squads wear


a light version of the XM-19 GAPA (Ground
Assault Power Armour), similar to the suits worn
by the French Foreign Legion and some British
Commandos. Powered by a small VK fuelled
engine, the armour greatly increases the lifting
capacities of its wearer. With this baby on, a regular
man can carry heavy weapons with ease.
USMC Engineer Squads usually favour the heavy
flame-thrower, backed up by a semi-automatic
M10 Bazooka. On top of this each Steel Marine
also carries a power drill (powered by the suits
VK power pack) that can cut through any metal
found on Earth. Famous for setting whole areas
ablaze in just a few seconds, theres nothing on
the planet that the Steel Marines cant (some say
wont) destroy!
At the moment the heavy engineers are the only
troops within the Marine Corps to be issued
XM-19 armour, hence Steel Marines .

When you have fought for years in the Pacific


theatre as a United States Marine, you know well
that a flame-thrower can be of great service. The
weapon doesnt care about the dense vegetation.
It doesnt even need to be aimed properly! It just
needs to be pointed in the right direction and it
will do its magic. And for the Corps, having guys
equipped with heavy powered armour means that
they can carry the largest flame-throwers around.

OIN T

STEEL MARINES

USMC HEAVY ENGINEER SQUAD


FLAMETHROWER: FLAME
M10 BAZOOKA: GRENADE
POWER DRILL: CUTTING

RANGE

A 1X M10 BAZOOKA

23 23 23 23 2 2 24 24 23 13 12
2X FLAMETHROWER

1
C

3X POWER DRILL

12 12 12 12 12 12 12 12 12 12 12

Armour

FLAME

Targets get no Saves from this weapon and are Suppressed.

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

CUTTING

When hits, roll again scoring another hit on


fail to hit.

. Continue rolling until

TACTICS
Each battalion has a platoon of Steel Marines available to
support the rifle platoons whenever their presence will make a
difference. There arent enough XM-19 GAPA armour suits to
give every platoon a full-time Steel marines squad, although the
Corps is working on that. Compared with other Marines, these
guys are little slower, but the weaponry they bring along makes
up for showing up late!

26
OperationBabylon.indb 26

27/05/14 5:26 PM

M3A2 MEDIUM COMBAT


WALKERCLOSE SUPPORT

M1 75MM HOWITZER: GRENADE

RANGE

A 1X M1 75MM HOWITZER

8
8

1 1 14 13 13 12 12 11

1X .50 CAL MG

52 52 41 31 32 21 11
1X .30 CAL MG

71 61 41 21 41 21

GRENADE

TURRET
TURRET

22 22 11
FRONT

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

Crew: 3 (commander,
gunner/ loader, pilot)
Weight: 20.61 tonnes
Length: 3.84m (127)
Width: 2.16m (7 1)
Height: 4.95m (16 3)
Weapons: M1 75mm Howitzer
.50 cal MG
.30 cal MG
Armour: 51mm (2)
Speed: 32 km/h (20 mph)
Range: 300 km (185 miles)

The Mickey was the very first walker to enter


service in the Allied army. Created in the field by
Master Sergeant Rosie Donovan (with the help of
then Captain Joe Brown), it was the first in a series
of vehicles that is still expanding to this day. With
this first Mickey, the Allies acquired walker technology, but they also acquired a more fundamental
basic knowledge of VK. For the Western Powers
this event changed the course of the war.

This variant of the original Mickey, dubbed


the Light Mickey by the Marines, was created
specifically for the United States Marine Corps. Its
open-topped turret makes it much more comfortable to operate in some of the environments that
these guys fight in. As with Allied troops across
6.00
the planet, the Marines love this machine. Its
resilient, easy to operate, and packs a lot of punch.
Since its entry into service with the USMC, the
Light Mickey has been adopted by other branches
of the Allied armies fighting in hot climates.

Steel MarinesMickey (Light)

MICKEY (LIGHT)

OIN T

M3A2 MEDIUM COMBAT WALKERCLOSE SUPPORT

MICKEY (LIGHT)

TACTICS
A versatile war machine, the M3A2 Mickey
(Light) can be found in any environment where
you find the Marine Corps. Its original purpose
was to support advancing infantry by knocking
out enemy strong points, and this is still the best
way to use it. Although it can take on any type of
target, even an aircraft with its .50 cal, the Mickey
really shines against enemy infantry in defensive
positions, a situation the Marines encounter daily.
The explosive shells of the deadly-accurate 75mm
howitzer mean that theres not much that can
protect soldiers from a Mickey.

27
OperationBabylon.indb 27

27/05/14 5:27 PM

BARKING DOG (LIGHT)


M3C MEDIUM COMBAT WALKERANTI-TANK

The sound of the guns firing a couple of seconds


apart resembles a loud dog barking, hence the
nickname of Barking Dog. This dogs bite is far
worse than its bite. Its 106mm rounds will easily
destroy enemy fortified positions or blast tanks
into smouldering heaps of metal.

The downside is the reload time needed to make


this magic happen. All six guns need to be loaded
from the outside of the vehicle, one at a time.
Thats why youll rarely see a Barking Dog alone
on the battlefield. For a dog it behaves more like
a wolf, either traveling in pack of its own, or with
other walkers that complement its role.

The Marines Light Barking Dog is similar to the


prototype tested by the Army, but has an opentopped turret for better vision and cross-country
performance. It is probably the most popular
walker in the Marine Corps arsenal. It delivers an
insanely powerful punch in seconds. And after all,
what more could a Devil Dog want than another
dog, a barking one?
TACTICS
Marine tank commanders everywhere love the
versatility of this walker. It has an awesome
one-shot punch. Just remember to back off and
take cover while reloading!

Filling a gap in the Allied armoured arsenal


between the M3A2 Mickey (Light) and the M3C
Pounder, the M3G2 Barking Dog (Light) is an
excellent anti-tank walker and can serve as a close
support vehicle. Its six M40 recoilless guns fire in
sequence, aimed at the same point thanks to a very
advanced targeting system.

OIN T

BARKING DOG (LIGHT)


M3G2 MEDIUM COMBAT
WALKERANTI-TANK

SIX M40 RECOILLESS GUNS: RELOAD

RANGE

A 1X SIX M40 RECOILLESS GUNS

12

1 4 4 4 45 44 24 23

1X .50 CAL MG

52 52 41 31 32 21 11

71 61 41 21 41 21

1X .30 CAL MG

TURRET
TURRET

22 22 11
FRONT

6.00
RELOAD

When this weapon performs an attack, remove the Units Loaded token.
This weapon cannot attack until the Unit regains its Loaded token by
performing a Reload Action.

Crew: 3 (commander/gunner,
loader, pilot)
Weight: 23.08 tonnes
Length: 4.03m (13 3)
Width: 2.78m (9 2)
Height: 4.32m (142)
Weapons: Six M40 Recoilless guns
.50 cal MG
.30 cal MG
Armour: 51mm (2)
Speed: 32 km/h (20 mph)
Range: 300 km (185 miles)

28
OperationBabylon.indb 28

27/05/14 5:27 PM

M7D HEAVY ASSAULT


WALKER, PHASER

DOZER BLADE SMOKE LAUNCHERS


480W ASSAULT PHASER GUN: PHASER

RANGE

A 1X 480W ASSAULT PHASER GUN

3
FRONT

8 14 1 14 1 14 1 14 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4
TURRET
1X TWIN .50 CAL MG
32 22 11
8 7 2 7 2 6 1 4 1 4 2 3 1 1 1
TURRET
1X TWIN .30 CAL MG
6 12 1 11 1 8 1 4 1 7 1 3 1
HUGE VEHICLE

DOZER BLADE

Take Dozer Special Action gain a Cover Save until vehicle takes a
Move or March Move Action.

SMOKE LAUNCHERS

Once per game, take Smoke Launchers Action to place Smoke on Unit.

PHASER

Targets get no Cover Save from this weapon (but may still have an
Infantry Save).

Crew: 4 (commander, gunner,


secondary gunner, pilot)
Weight: 87.81 tonnes
Length: 9.60m (31 6)
Width: 9.00m (29 6)
Height: 3.12m (10 3)

Weapons: 480W Phaser


Twin .50 cal MG
Twin .30 cal MG
Armour: 305mm (12)
Speed: 13 km/h (8 mph)
Range: 260 km (160 miles)

Phaser technology was created by the Allies in


response to the lasers developed by the Axis.
Powerful VK generators concentrate heat waves
into small tungsten cylinders around the actual
barrel and then release them, projecting a phased
discharge of raw energy. How Allied scientists
managed to develop such a complex weapon, in
such a short amount of time is still puzzling for
spy agencies around the world, almost as puzzling
as how it actually works. The whole project is still
shrouded in mystery.

When the scientists combined several phaser


systems into one massive phaser gun with a
nominal initiator power of 480 Watts, twice as
powerful as any previous system, they needed
Armour
a huge vehicle to carry it. The resulting M7D
Devastator is built around the largest phaser
energy generator ever built. Unfortunately, this VK
generator occupies the space originally used as a
passenger compartment. Its therefore impossible
to transport any troops inside.

Barking Dog (Light)Devastator

DEVASTATOR

OIN T

M7D HEAVY ASSAULT WALKER, PHASER

DEVASTATOR

Theres nothing on the planet that can survive a


direct hit from a Devastator. The temperature at
the core of the blast is believed to be as hot as
the Sun, but since there are no practical ways to
measure the heat effectively, no one can be sure. So
far no known material has been able to survive a
hit from this formidable weapon.
TACTICS
Marines love this walker. It can take anything the
enemy throws at it, while destroying anything
in range, and its heavy armour protects troops
advancing behind it.

29
OperationBabylon.indb 29

27/05/14 5:28 PM

Baghdad

RCT

CLYDE

RCT

Musayib

JAY

5-ya Gv. OBrSpN


Azizyah

RCT

TONY
PzAufkl Abt AK

FPzGr

Numaniyah

Rgt 155

Babylon

FPz Rgt AK
K ut

FPz Rgt 8

Hillah
FPzAufkl

FPzGr

Abt 33

FPz Art

Pz Rgt 100
Al Q asim

Rgt 1 AK

Rgt 33
FPzPio Abt 1AK
Al-Hay

PzJg Abt 200


FlaK Abt 305

FPzGr

Rgt 2 AK

PzGr Rgt 192


D iwaniyah
13e DBLE

666-ya OBrSpN

Al-Hamzah
2nd Rifle Brigade
3-ya Gv. OTBrSpN
Rumaythah

1st Rifle Brigade

2nd Dragoon Gds

Shatrah

SSU UNITS

Northern Group of Forces

5-ya Gv. OBrSpN: 5-ya Gvardeyskaya Otdelnaya Brigada Spetsnaz


(5th Guards Separate Special Purpose Brigade)

Southern Group of Forces

666-ya OBrSpN:
666-ya Otdelnaya Brigada Spetsnaz
(666th Separate Special Purpose Brigade)

3-ya Gv. OTBrSpN: 3-ya Gvardeyskaya Otdelnaya Tankovaya Brigada Spetsnaz


(3rd Guards Separate Special Purpose Tank Brigade)

30
OperationBabylon.indb 30

27/05/14 5:28 PM

NEUE DEUTSCHES

AFRIKAKORPS

One of the most famous military units on the planet is the Neue Deutsche Afrikakorps (NDAK). Its predecessor, the
Deutsches Afrikakorps (DAK) nearly destroyed British power in North Africa in a lightning campaign under its equally
famous commander General Erwin Rommel, the Desert Fox. When the Deutsche Afrikakorps surrendered to Allied troops
in May 1943, the soldiers and officers who managed to escape swore to return to Africa one day. With the return of the NDAK
in September 1946 , their wish came true and now they are there to stay.
In 1940, the Italians in Libya launched a disastrous attack
on the British in Egypt that resulted in the loss of most
of their North African army along with much of Libya.
Worried about a potential Italian collapse, Germany formed
the Deutsches Afrikakorps (German Africa Corps) under the
command of General Erwin Rommel.
Earning the nickname The Desert Fox, Rommel retook
Libya in 1941, then in 1942, advanced to within 100 km
(60 miles) of the Nile River, threatening to cut the vital
Suez Canal and push on to take Britains Oil supplies in the
Middle East. The pivotal battles at El Alamein in late 1942
first halted, then reversed the Afrikakorps advance. British
and American forces landing in Morocco and Algeria to
the west sealed their doom, and in May 1943, the remnants
of the Deutsches Afrikakorps surrendered in Tunisia.
A few months after the defeat and surrender in North
Africa, the two key units of the Afrikakorps were resurrected, reformed around a core of veterans that escaped
across the Mediterranean Sea and wounded soldiers
returning to battle.

Resurrection15 Panzergrenadier Division


th

The senior division of the old Afrikakorps, the 15th Panzer


Division was reformed as Panzer-Grenadier-Division 15
(15thArmoured Infantry Division) in Sicily where it spent
July fighting a series of defensive battles and delaying
actions against the invading Allied troops. As Sicily fell, the
division was transferred mainland Italy. There it took part
in every major operation of the Italian Campaign from the
Salerno bridgehead to the Allied assault on Monte Cassino.
Using the mobility of their walkers, the Division was able
to constantly redeploy wherever it was most needed.
The 15th Panzergrenadier Division fought its last battles
in Italy towards the end of 1944 when took part in the
successful defence of the Gothic Line. Although the largest
part of Italy was under Allied control, their advance had
finally been halted. With Italy stalemated, the 15thPanzergrenadier Division was sent back to Germany for refitting
in early 1945. Re-designated Fuss-Panzer-Grenadier Division 15, it became the first Axis formation to be entirely
equipped with combat walkers (although its trucks and
other supporting vehicles still relied on wheels and tracks).
It wasn't long before they mastered their new mounts and
were sent West to prepare for the Axis counter offensive
that would take back the newly-liberated France from
the Allies.

Resurrection21st Panzer Division

The 21st Panzer Division, the other armoured component of


the original Afrikakorps, was reformed in France. Although
it had a few combat walkers (mainly for training), the
division was mainly equipped with traditional tanks and
half-tracks. The 21st Panzer Division was the first Axis
division to counter-attack the Allied landings in Normandy.
Unable to stem the Allied tide, the Division slowly fell back
towards Germany, fighting innumerable defensive actions.
As the massive use of the dark sciences of the Blutkreuz
Korps brought the Soviet counter-offensives to a halt,
allowing troops to be transferred to the Western Front.
During the second half of 1945, the 21st Panzer Division
was in the spearhead as the Axis forces slowly pushed them
back through France and off the beaches where they originally landed. Finally, as the Allies were boarding their ships
to sail back to Great Britain at the end of Spring 1946, the
21st Panzer Division was pulled out of the front line. The
men had known almost two years of uninterrupted combat
against the Allies, a grim record.
The Division was sent to Kaiserslautern in southwest
Germany, the old Afrikakorps supply depot, for refitting.
There they received brand new weapons, including the
latest generation of tropical walkers. The Division began
immediate training, preparing to make true their pledge to
return victorious to Africa.

Neue Deutsches Afrikakorps

The Deutsche Afrikakorps

Reinforcements1st Parachute Panzer Division

Although it was not part of the original Deutsches Afrika


korps, Fallschirm-Panzer-Division 1 Hermann Gring
(1stHermann Gring Parachute Armoured Division)
fought alongside it in Tunisia and Sicily. The divisions
interesting title doesnt mean that they parachuted tanks
into battle, rather that Reichsmarschall Hermann Gring,
the leader of the Luftwaffe (Air Force) also commanded the
airborne forces. So when he expanded his personal empire
to include an armoured division, it became a parachute
armoured division!

The division started life as an anti-aircraft brigade


supporting the front-line troops, but by late 1942 was in the
process of being upgraded to a full armoured division. The
infantry component was provided by a parachute regiment
and a Luftwaffe infantry regiment formed of ex-antiaircraft troops. Unsurprisingly, the division had plenty of
anti-aircraft guns as well.

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The divisions first battles were in Tunisia alongside the


DAK, with whom it shared its fate, surrendering in May
1943. It fared better than the Afrikakorps though, as being
part of the Luftwaffe, many of its soldiers were flown back
to Italy before the surrender.

With the demise of Hitler in April 1943, Gring was also


arrested and shot by a Blutkreuz Korps firing squad after
an expeditious trial. The remnants of the old division were
brought together and reinforced to create a new formation, Fallschirm-Fuss-Panzer-Division 1 Albert Kesselring,
named for the new commander of the Luftwaffe. The new
division was the first to receive some of the latest materials
available. Several parachute battalions were upgraded to
Raketentruppe (Rocket Troops) status, equipped with rocket
backpacks and the latest infantry weapons. The armoured
regiment was upgraded to Fuss-Panzer status, receiving the
very first tropical versions of the latest light and medium
walkers, all capable of being air-dropped. Unlike its predecessor, Fallschirm-Fuss-Panzer-Division 1 AK really was
an airborne division worthy of the parachute designation.
Back to its full glory, it was ready to fight.

The Return to Africa

With the Axis Fatherlands borders stabilised after the


massive Allied and SSU incursions of 1944, it was time to
look towards expansion again, and for the old Afrikakorps,
time for revenge. Allied forces in Africa had to defend vast
territories, their forces stretched to their limit, while still
holding the front lines against the Axis and SSU forces.

To have any chance of success against the Allied forces


in Africa, the Axis had to strike simultaneously at
widely-separated points. Generalfeldmarschall Erwin
Rommel, now the supreme commander of all Axis military
forces, planned the invasion. He reformed the DAK as the
Neue Deutsches Afrikakorps, the New German Africa Corps,
and prepared them for a return to the desert.

The attack was launched just before dawn on 17 September


1946. Launched from Greece, it began with a massive
air assault on the coast of Libya. Several thousand paratroopers were dropped along the coast, as well as nearly 500
Raketentruppen. A few hours later, they were reinforced by
parachuted light walkers. By nightfall, the Axis paratroops
held several minor ports including Benghazi, Misrata and
Sirte. They were reinforced the next day by more walkers,
this time heavier models that could much more easily
engage Allied tanks and heavy walkers.
Once their landing zones were secure, the force headed
in three directions. The group around Misrata (by far the
more important at the time) began an immediate push to
the west, aiming for Tripoli. The second largest force, the
one around Benghazi, took the city after bitter fighting and
began moving eastwards, pushing Allied defenders towards
the Egyptian border and capturing Tobruk. The third
group, the one that jumped on Sirte, began pushing south
to block any enemy troops movement through the desert
that might encircle the two other Axis offensives.

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At that time, Allied forces in Libya were few and far


between. The emphasis had been placed on defending the
Suez Canal in Egypt (the lifeline of Allied forces in the
Mediterranean), and Tunisia and Algeria, much closer to
Axis occupied Sardinia as the Allied High Command had
been persuaded that, should the Axis try to make a play
for Africa again, the attack would strike there. They were
proven wrong.

After the defeat of the Afrikakorps in 1943, for an Allied


soldier, duty in North Africa pretty much meant spending
the day at the beach. All that changed when they heard the
harsh buzzing pulse of the Raketentruppen approaching. The
next few months saw continuous and bitter fighting across
the region. Unable to mount an effective counter-offensive,
the Allied forces barely managed to halt the advancing Axis
troops. They lost Tripoli and most of Libya, but held the
Axis advance at the Egyptian and Tunisian borders. The
NDAK managed to gain a foothold in Western Egypt, but
far from Alexandria, its goal. In the deep South, far in the
desert, the veterans of the Afrikakorps faced old foes for a
second time: the deadly hide and seek with special forces of
the Allied Long Range Desert Group began again.
With the Axis invasion halted, the Allies began to muster
forces to launch a counter blow to retake the whole of
North Africa. With all of their other commitments, this
process would take time, something they did not have.

The Second Blow

Expecting a massive Allied response once they regained


their balance, Rommel had a second card to play. He
would throw them off balance again with a second attack
in central Africa. The Gulf of Guinea was chosen as it was
quite poorly defended, and the region had oil, rubber, and
other natural resources of which the Axis war effort was
in dire need. This location was made even more attractive
when the Blutkreuz Korps revealed information about
possible VK mines in central Cameroon.

Getting their force there would have been nearly impossible without Projekt Kraken and two dozen large transport
submarines that has previously been used to transport raw

VK from Antarctica and deliver walkers to Japan. Avoiding


the massive Allied fleets patrolling the surface, the invasion
force arrived off the coast in late November 1946 to find
almost no opposition. The Axis force took control of the
ports, then struck inland, heading north to link up with the
NDAK in Libya.
Should the two forces meet, the whole African continent
would be split in two. Even if the Axis couldn't defend all
its gains, if they managed to establish a chain of airfields
across their new possessions, they could prevent the Allies
from easily reinforcing their forces in Egypt and the
Middle East. The Allies had no choice, they must stop the
invaders, and the only place they could was the worst place
possible, the deep desert of the Sahel.

Allied Forces on the Ropes

The simultaneous battles on two fronts left the Allied High


Command caught on the horns of a dilemma. The priority
had to be limiting the gains of the assault on Libya. In
the South the situation was far worse. The only real thing
slowing the Axis' advance was some of the roughest terrain
on the planet.

Neue Deutsches Afrikakorps

The Allied Response

The Axis had to be stopped at any cost. Everything that


was capable of walking, driving or flying was sent to Chad
and into the inhospitable Sahel. The force was one of the
most mismatched armies in history. Australians and Kiwis,
American GIs and Marines, British SAS, French Legionnaires, Moroccan Goumiers, Senegalese Tirailleurs, Indian
Sikhs and even Nepalese Gurkhas joined the fray. Contrary
to expectations, this ragtag army held the Axis at bay.
The southern thrust was finally halted just north of Lake
Chad, while the force from Sirte was unable to push
through the Sahel. Allied Africa sighed in relief. With
both sides exhausted, the situation in the whole region has
remained unchanged for a few months now. Zverograd has
drawn away the force that should have retaken Libya, and
the NDAK appeared to worn out to continue.
Nothing could be further from the truth, with the Allies
attention firmly fixed on Africa, the NDAK was rebuilt.
Now it has thrown the Allies off balance again with
Operation Babylon, the invasion of Iraq.

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Axis NDAK Grenadier Platoon


One of the lessons of desert warfare learned by the original
DAK was the necessity of maximising firepower while
minimising manpower. This reduced the need to feed and
transport troops deep in the desert while retaining the
combat capability of a conventional unit. In many cases this
firepower was expanded by the addition of heavy weapons
like anti-tank guns right down to the platoon level.

The NDAK implements this philosophy by ensuring that


every grenadier platoon has at least one squad of heavy
grenadiers for fire support. Armed with flame-throwers,
twin MG 44Z machine-guns, or Fliegerfaust anti-aircraft
rocket launchers, the heavy grenadiers give the platoon
a solid base of fire around which the light grenadiers
manoeuvre to assault and defeat the enemy.

PLATOON LEADER

OR

OR

The Desert Fox

Fox Cubs

THE DESERT FOX

FOX CUBS

Generalfeldmarschall Erwin Rommel

NDAK Command Grenadier Squad

COMBAT UNIT

Tina and Hyne

TINA AND HYNE

Major Tina Baumann, NDAK

COMBAT UNIT

Sand Vipers

Choose one of the following units

African Lions

Choose one of the following units

SAND VIPERS

SAND VIPERS

NDAK Battle Grenadier Squad

NDAK Battle Grenadier Squad

NDAK Tank-hunter Grenadier Squad

NDAK Tank-hunter Grenadier Squad

AFRICAN LIONS

COMBAT UNIT

TYPICAL SUPPORT

Desert Sun

Choose one of the following units

DESERT SUN

Wehrmacht Heavy Flame Grenadier Squad

THE PANZERS

Wehrmacht Heavy Assault Grenadier Squad

FLAK BOYS

Wehrmacht Heavy Flak Grenadier Squad

TOMMY COOKERS

AFRICAN LIONS

Wehrmacht Heavy Tank-hunter Squad

The NDAK has a higher-than-normal


allocation of armoured combat walkers. The
new Panzerkampflufer IV-D Jagdluther
is the mainstay of their anti-tank support,
although the older Panzerkampflufer II
series (such as the Ludwig), particularly
in the new tropicalized versions like the
Leopold, still outnumber them.
The schwere Panzerkampflufer VI Knigsluther is relatively rare, but its support is
highly valued when available.

Artillery support is almost always provided


by the grenadiers own Sandstorm
mortars and the new Knigslothar heavy
rocket launchers.

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The Afrika Grenadiere of the Neue Deutsches Afrikakorps


retain the fast-moving reputation of the original Afrikakorps. Even their support squads have developed
techniques for getting their heavy weapons forward and
into action at a surprising pace.

The Platoon Leader of an NDAK Grenadier Platoon


may perform a Get Moving You Bunch of Monkeys
Special Action targeting an NDAK Grenadier Unit or
Wehrmacht Heavy Grenadier Unit in or supporting the
platoon as a third Action each time it Activates.

NDAK Sturmgrenadiere
The Neue Deutsches Afrikakorps Sturmgrenadiere (Assault
Grenadiers) form the core of the Axis military presence on
African soil. Many are veterans of the original Deutsches
Afrikakorps, sworn to get revenge on the Allies for their
previous defeats. After three years of fighting in Italy,
holding back the Allied invasion of Europe, they are proud
to be the spearhead of the attack on Libya.

Like most Axis infantry units, these Sturmgrenadiere


combine specialist units into a coherent whole. Each
component does one thing, and excels at it. Together, they
can tackle any foe. The Komandotrupp (Command Troop),
nicknamed Fox Cubs after Rommel, The Desert Fox, is in
charge of creating the battle plan seeing that every soldier
on the battlefield does his job. These men arent known for
their empathy for their soldiers, but are all seasoned and
brilliant tacticians.

Under the Fox Cubs, there are a variety of combat squads.


The Sand Vipers are the battle grenadiers. These are the
troops that hold the line in defence and are at the forefront
of any assault. Alongside them fight the African Lions,
the tank-hunter squads. These brave men hunt and destroy
armoured walkers at point-blank range, not a job for the
faint of heart. These are supported by the armoured heavy
grenadiers, the Desert Suns with their flame-throwers, The

Panzers with their twin machine-guns, and The Flak Boys


with their Fliegerfaust anti-aircraft bazookas.

NDAK Weapons

Axis NDAK Grenadier Platoon

Platoon Advantage Blitzkrieg Tactics

Like other Sturmgrenadiere, those of the NDAK are


equipped with the latest weapons for the difficult
missions they undertake. The Maschinenpistole 46
(MP46) submachine-gun is the last in a long line of
submachine-guns including the famous MP 40. Although
they look similar, the MP 46 has a considerably higher rate
of fire and more accuracy than the MP 40, despite being
cheaper and easier to manufacture.

NDAK troops also use the standard Sturmgewehr 47


(StG47) assault rifle alongside the MP 46. Based on the
first assault rifle ever built, the StG 44, the StG 47 has
greater range and hitting power than a submachine-gun,
but a slower rate of fire. The Maschinengewehr 48 (MG 48)
is an evolution of the classic MG 42 and the earlier MG 34.
This powerful machine-gun gives the Sturmgrenadiere lots
of firepower at a good range
The Panzerfaust 100 is the latest version of this popular
anti-tank weapon. Deadly to any walker at short range, it
has been copied by the SSU, and is widely used by Allies
front-line soldiers when they can get hold of it.

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Axis NDAK Panzergrenadier Platoon


A decade ago the Germans realised that infantry on foot
could never keep up with the pace of an armoured blitzkrieg, so they developed armoured infantry carriers. These

allowed the infantry to advance at the speed of the tanks


before dismounting to fight. The infantry quickly learned to
fight from their vehicles as well.

PLATOON LEADER

OR
Prinzluther

The Desert Fox

PRINZLUTHER AND THE DESERT FOX


Schtzenpanzerlufer VI-C (Command) and
Generalfeldmarschall Erwin Rommel

Prinzluther

Fox Cubs

PRINZLUTHER AND FOX CUBS


Schtzenpanzerlufer VI-C (Command) and
NDAK Command Grenadier Squad

COMBAT UNIT

COMBAT UNIT

Stummel

Sand Vipers

Choose one of the following units

Choose one of the following units

Schtzenpanzerlufer VI-G (Support)

NDAK Battle Grenadier Squad

Schtzenpanzerlufer VI-D (Infantry)

NDAK Tank-hunter Grenadier Squad

STUMMEL

SAND VIPERS

STURMLUTHER

AFRICAN LIONS

Sturmluther

African Lions

Choose one of the following units

Choose one of the following units

Schtzenpanzerlufer VI-G (Support)

NDAK Battle Grenadier Squad

Schtzenpanzerlufer VI-D (Infantry)

NDAK Tank-hunter Grenadier Squad

SAND VIPERS

STUMMEL

STURMLUTHER

AFRICAN LIONS

TYPICAL SUPPORT

The NDAK Panzergrenadier Platoon is almost self-supporting with its mix of walkers and infantry,
with weapons capable of tackling almost any foe. Like the NDAK Grenadier Platoons, the Panzergrenadiere often field Heavy Grenadier Squads like the Desert Suns for extra firepower (mounted in
a Schtzenpanzerlufer of course), and are supported by anti-tank walkers like the Jagdluther.

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To a Panzergrenadier, their vehicle is everything, and


protecting it is essential. If attacked, theyll fight back,
throwing grenades and shooting over the sides. The
Panzergrenadiere even ride their walkers into assaults on
enemy positions! In the desert, where cover can be scarce,
the protection of their walkers armour is appreciated
even more.

When a SchtzenpanzerluferVI-series walker (such as


a Stummel or Sturmluther) in or supporting a NDAK
Panzergrenadier Platoon makes a Close-Combat attack,
it gains one extra attack with a Standard Weapon (1/1)
for each soldier from an NDAK Grenadier Unit or
Wehrmacht Heavy Grenadier Unit it is carrying as a
Passenger or Tank Rider.

Axis Fuss Panzergrenadiere


If theres a type of soldier that has changed forever the way
war is conducted, its the Panzergrenadier, the Tank Soldier.
In every blitzkrieg advance the tanks and their accompanying Panzergrenadiere led the way. The Panzergrenadiere
conquered Europe and much of the old Soviet Union.
While things have changed a bit, thats still the doctrine
used by the Axis, and copied by all the other belligerents in
this conflict.

communicate with HQ to report the evolving situation. Its


2cm KwK 38 cannon allows it to engage light-armoured
vehicles, aircraft, and infantry with equal facility.

There are three main mounts for this new breed of Panzergrenadiere. All of them are based on the same chassis,
called the Schtzenpanzerlufer, which can be translated as
Infantry Armoured Walkers.

Stummel Support Walker

Now days, the spearhead is increasingly being led by elite


Fuss-Panzergrenadiere mounted in armoured walkers rather
than the armoured half-tracks of their predecessors. They
have finally found a heavy mobile weapons platform that
can go anywhere they go. Now, they wont go anywhere
without their transport walkers.

Prinzluther Command Walker

The Sonderkraftfahrzeug 202/1 (Special Purpose Vehicle, Sd


Kfz 202/1) Schtzenpanzerlufer VI-C Prinzluther is the
command version. It has enhanced radios and antennas, all
the communication equipment needed for officers in the
field to relay their orders more efficiently, and of course to

Sturmluther Infantry Walker

The Sd Kfz 202/2 SPL VI-D Sturmluther is an infantry


transport, mounting an impressive twin 3cm FlaKZw 45
anti-aircraft cannon, originally designed to be mounted in
an aircraft. It can transport a full 12-man section, inside
the combat compartment on the side skirting mounts. A
very popular vehicle, the Sturmluther is loved by its crews
for its ability to keep them safe, both with its armour and
armament. Combat walkers operating with the Sturmluther
feel a lot more secure too, knowing that enemy aircraft fool
enough to get in range will meet a hail of fire.

Axis NDAK Panzergrenadier Platoon

Platoon Advantage Mounted Assault

The Sd Kfz 202/3 SPL VI-G Stummel has become the


most common variant of the three. Like the Sturmluther,
the Stummel carries a full 12-man section. It mounts the
venerable 7.5 cm KwK 37 gun, firing both explosive shells
and Hl/D anti-tank rounds, and four machine-guns. The
Stummel is quite capable of delivering a knock-out punch
as it advances on the objective, and at the very least, its
gun will keep the enemy pinned down while the Panzer
grenadiere storm their position.

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THE DESERT FOX

GENERALFELDMARSCHALL ERWIN ROMMEL, WEHRMACHT

In 1940 he was given command of the Panzer


Division 7, launching his tanks against Belgium
and France. His unit gained the nickname Ghost
Division, it had advanced so fast that nobody knew
where it was, not even German High Command.
For his success he was promoted to Generalleutnant
and made commander the Deutsches Afrikakorps
(also DAK), a scratch force sent to North Africa to
help the Italians in Libya after their defeat by the
British. His success there gained him promotion
to Generalfeldmarschall, although ultimately his
Panzerarmee Afrika was defeated in North Africa.
The Generalfeldmarschall was not part of the plan
to eliminate the Fhrer, that being the Blutkreuz
Korps handiwork. However, as the most popular
military figure in Germany, he was chosen as the
new military face of the regime. The Blutkreuz
Korps leaders may now wish they hadnt picked
such a strong-willed character as their supreme
commander, but without his popularity the whole
Axis military would have fallen apart.
Rommels influence on the Axis army as a whole
is immense. Troops from all branches of service

Erwin Rommel joined the Army in 1910 and was


promoted to lieutenant in 1912. In the First World
War he joined the Deutsches Alpenkorps (DAK)
where its leadership skills were rewarded with an
Iron Cross. Later in 1918, Rommel, now a Hauptmann (Captain), was awarded the prestigious Pour
le Mrite for his actions against the Italians on the
Isonzo front. After the war Rommel stayed in the
army writing wrote a book about his experience
that had a great influence on the Army and gained
the interest of the Fhrer, Adolf Hitler.

OIN T

THE DESERT FOX


GENERALFELDMARSCHALL
ERWIN ROMMEL, WEHRMACHT

DESERT FOX GENERAL OFFICER


LASERPISTOLE B: LASER

RANGE

A 1X LASERPISTOLE B

11 11 11 11 21 11 11

11 11 11

HERO

Armour

OFFICER:

Rommel may take Officer Special Actions to reactivate or rearm their


troops, or call in reinforcements.

DESERT FOX:

Any Unit reactivated by Rommel using Get Moving You Monkeys


gains At the Double for that Activation.

GENERAL:

Rommel may take a free Officer Special Action (see page 94 of the
rulebook) each time he Activates and, if Joined to a Unit with an
Officer, rolls two dice when attempting Officer Special Actions.

LASER:

When hits, roll again scoring another hit on


fail to hit.

. Continue rolling until

are fanatically devoted to him, and hes surrounded by young and


brilliant officers. Modelling their thinking after their leaders, they
that surely they are unstoppable now.

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MAJOR TINA BAUMANN, NDAK

EXECUTION FIRST STRIKE


INTERROGATE OFFICER
HYENA BITE: GRAPPLE, SAVAGE ANIMAL

RANGE

A 1X LUGER PISTOL

31 21 11

1X HYENA BITE

21

12 12 12 11

HERO

EXECUTION

Tina can take an Execute Special Action to eliminate one chosen Soldier
within Range 1 from a Unit (including a Hero) with a Stunned token.

FIRST STRIKE

Resolve Hyena Bite Close-Combat Attacks before the target resolves


their Close-Combat Attacks. Does not apply to Units Joined.

INTERROGATE

If Tina or a Unit she Joins uses a Close-Combat Weapon to eliminate


a Hero or Officer, or Executes a Hero or Officer, roll four dice for
Initiative at the start of each turn for the rest of the game.

OFFICER

May take Officer Special Actions to reactivate or rearm their troops, or


call in reinforcements.

GRAPPLE

On May 19th 1943, the last ship carrying members


of the Deutsches Afrikakorps left La Goulette,
Tunis harbour. The young Major Tina Baumann
was among the many who promised to return to
African soil one day. Back then she wasnt the head
of the Abwehr (Military Intelligence) for the Neue
Deutsches Afrikakorps, like she is today. She was
part of another very secretive organisation, the
Blutkreuz Korps, and had been sent to Libya with
the Sonderkommado Dora on a scientific mission in
the region of Hun. What was found there is still a
mystery, but what is know is that she returned with
Hyne (pronounced hyo-ane-er), a pet Hyena.
Tina Baumann is a master counter-spy. When
confronting a suspect, she is known to let her
Armour
vicious pet, Hyne, do most of the questioning.
Her headquarters is based in Tripoli, but she can
often be found on the field. People who enter her
compound not wearing an Axis uniform are never
seen again. Sometimes, even those who wear the
uniform disappear, for her wrath knows no limit
Now Tina and her friend deal with the Smersh and
Ahnenerbe spies that plague the whole region.

The Desert FoxTina and Hyne

TINA AND HYNE

OIN T

MAJOR TINA BAUMANN, NDAK

TINA AND HYNE

She was recently sent to participate in Operation


Babylon, not so much for her abilities as a spy,
but for her past with the Blutkreuz Korps. The
objectives of her mission are known only by the
highest ranking officers of the NDAK. But looking
at the crew she brought with her, its going to
involve digging.

Units hit by a Hyena Bite gain a Stunned token.


Hyena Bites hit on

SAVAGE ANIMAL

as well as

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FOX CUBS

NDAK COMMAND GRENADIER SQUAD

One of the first officers to fully embrace the


doctrines of the Blitzkrieg, he developed his own
school of thought, one that many young officers
follow religiously today. Based on violent attacks
and mobile warfare, the Blitzkrieg has evolved
since the conquest of Western Europe, mostly
thanks to the new weapons the Axis developed for
its army. Now that he has full control over every
military academy in Axis territory, Erwin Rommel
makes sure that the new generation learns from
the mistakes made in the past. The Blitzkrieg is
even dubbed the Rommel-Krieg in some circles, so
strong is the grasp of their leader on the vast forces
under his command.
The officers and leaders of the Neue Deutsches
Afrikakorps walk into the footsteps of this giant,
the commander of this formation in its earlier
incarnation. Many old hands that now command
the Neue Deutsches Afrikakorps were younger
officers in the old DAK. They were present when
it was time to surrender to the Allies in Tunisia
in 1943, and like all of the men and women that
managed to get a boat to Europe on this dreadful
day, they swore that they would not let this happen
ever again.

Erwin Rommel already had a large group of


followers in the German Army, years before he was
promoted to Generalfeldmarschall. He made quite a
reputation as a cunning and courageous officer
after all, you didnt get into the Pour Le Mrite by
accidentduring the First World War and in the
early stages of this war.

OIN T

FOX CUBS
NDAK COMMAND
GRENADIER SQUAD

COMMAND SQUAD

RANGE

A 1X MG 48

91 81 61 31 51 31

3X MP 46 SUBMACHINE-GUN

51 41 31

31

31 21 11

21

1X LUGER

31 21

COMMAND SQUAD:

May perform Special Actions with its Officer, Medic, or Mechanic to


reactivate, heal, repair, or rearm Units, or to summon reinforcements.

TACTICS
Nicknamed the Fox Cubs for their mentor, the Desert Fox,
the Neue Deutsches Afrikakorps command squads are seasoned
veterans. They might still be quite young, but like every other
Axis officers, they have had plenty of occasions to gain solid
combat experience before getting their first command. And
these lessons were usually learned the hard way.

The Fox Cubs are themselves very capable soldiers and can
therefore reinforce any tactical weak point in their forces disposition if the need arises. They can deal with any type of threat at
a distance, unless it has heavy armour.

40
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27/05/14 5:32 PM

SAND VIPERS

A 2X MG 48

91 81 61 31 51 31

31 21

41 31 21 11 21

21 11

3X STG 47 ASSAULT RIFLE

TACTICS
The Sand Vipers are the most common of the Neue Deutsches
Afrikakorps infantry units along with the African Lions tankhunters, they form the bulk of NDAK infantry. Both are usually
found together as they complement each other very effectively,
combining anti-infantry and anti-tank weapons. Unhindered by
body armour, they move quickly, so theres not much these guys
cant do.
The veterans soldiers of the Sand Vipers know that firepower is
everything (along with a good reserve of water), so they make
sure they have plenty of both. Some of them fought in the original Afrikakorps and are all too familiar with the desert and its
traps. They try to pass on their knowledge and experience to the
new recruits who have recently joined the unit.

Unlike their counterparts in more temperate


climes, the Grenadiere of the NDAK cant wear
the body armour these elite soldiers are famous
for. The weather is an enemy dangerous enough
as it is, no need to help it cook you alive! On the
other hand, NDAK Grenadiere do use the standard
Sturmgewehr 47 assault rifle as their main weapon.
Some soldiers have complained that the StG 47 is
less robust and requires more cleaning and maintenance than the more rugged MP 46, but in the vast
landscapes these soldiers fight in, the extra range of
the StG 47 is extremely valuable.

Fox CubsSand Vipers

Sitting for hours in the hot desert sun, waiting


in silence for your enemy, and delivering a killing
blow in one swift stroke, that will get you a nickname like the Sand Vipers. These tough soldiers
form the backbone of the Axis military presence in
Africa and the Middle East.

NDAK BATTLE GRENADIER SQUAD

RANGE

OIN T

NDAK BATTLE GRENADIER SQUAD

SAND VIPERS

If the steel bullets are the venom delivered by


these Sand Vipers, their fangs are the squads
two MG48 machine-guns. The most common
squad weapon found in the Axis infantry arsenal,
a pair of these machine-guns gives them an
incredible edge whether attacking or mounting a
strong defence.

Unlike many other Axis infantry formations, the


Sand Vipers dont carry antitank weapons. They
already have to deal with the extra weight of
carrying a good amount of water, and ammo, to
keep them alive during the day. They cant add the
weight of a Panzerfaust to everything else they
are carrying.

41
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27/05/14 5:33 PM

AFRICAN LIONS
NDAK TANK-HUNTER GRENADIER SQUAD

The African Lions go into combat armed with a


Panzerfaust 100 (Mailed Fist) anti-tank launcher,
and an Maschinenpistole 46 submachine-gun. They
cant carry a Sturmgewehr assault rifle because of
the extra weight. If they did, they wouldnt have
enough water or ammo if anything went wrong.

With only an automatic weapon and a trusty


Panzerfaust anti-tank launcher, they have defended
desperate positions against all the might of the
Allied army, several times. More men of the
African Lions have been awarded the Iron Cross
(often posthumously) than any other group in the
Afrikakorps. Brave and fierce, they surely deserve
their nickname.

Many African Lions are veterans of the first


Deutsches Afrikakorps. They have already been
through the worst this war can offer, and therefore many volunteered to join these tank-hunters
squads, were you need to have nerves of steel.
Attacking an armoured vehicle at close range is not
for the faint of heart, and veterans trust each other
to tackle the job. They prefer to keep the younger
recruits in the Sand Viper squads, providing
covering fire.

While vipers lie in the shade and wait for their


prey, lions roam and hunt for theirs. Generalfeldmarschall Rommel himself started calling the
tank-hunters of the Neue Deutsches Afrikakorps the
Lions of Africa for their unstinting bravery in
hunting Allied tanks and walkers.

OIN T

AFRICAN LIONS
NDAK TANK-HUNTER
GRENADIER SQUAD

PANZERFAUST 100: GRENADE

RANGE

A 5X MP 46 SUBMACHINE-GUN

51 41 31

31

5X PANZERFAUST 100 (LIMITED AMMO)

14 14 14 14 1 1 1 15 14 14 13

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

TACTICS
Unlike many other forces where younger recruits are sent
forward and veterans stay in the rear, the Afrikakorps uses its
experienced soldiers differently. The veterans of the African
Lions tank-hunter squads are very often at the vanguard of any
troop movement, serving as reconnaissance troops if there are no
specialists available. Being out in front is also useful in that they
need to get close to use their can-openers on enemy walkers.
They are almost always supported by the long-range firepower
of the Sand Vipers battle squads. There arent many things in the
desert that can beat these two combined, except for the sun and
the lack of water or shade, of course.

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DAMAGE RESILIENT
FLAMMENWERFER 47: FLAME

RANGE

A 3X FLAMMENWERFER 47

DAMAGE RESILIENT

Roll a die for each point of Damage done to miniature. On


of Damage is cancelled. Does not apply to Units Joined.

, a point

FLAME

Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.

TACTICS
Most heavy grenadier squads have their own troop transports,
mostly the Schtzenpanzerlufer VI-G Stummel, so they can
be quickly deployed wherever theyre needed the most. Even
if sometimes desert fighting implies longer ranges, being able
to mount a surprise attack at close range with these guys can
change the course of a battle.

When the Oberkommando der Axis (OKA, Axis


High Command) planned Operation Babylon,
they knew that at some point they would have
to investigate underground facilities in the ruins.
After the Axis experience in city fights in Stalingrad and then Zverograd, all field infantry officers
know that the best weapon to have at hand for
close-in fighting like this is a flame-thrower. It
doesnt care if the enemy is in cover, it doesnt
care if the target is hidden, and it can clear whole
areas in a matter of seconds. Where underground
fighting is concerned, its just the top choice.

African LionsDesert Sun

DESERT SUN

WEHRMACHT HEAVY FLAME


GRENADIER SQUAD

OIN T

DESERT SUN

WEHRMACHT HEAVY FLAME GRENADIER SQUAD

That why the Neue Deutsches Afrikakorps General


Staff issued an order for heavily-armoured schwerer
Sturmgrenadiere units equipped with flamethrowers. These Flamm-truppen wear the same
tough armour as the other heavy grenadier squads,
but carry a heavy flame-thrower rather than
machine-guns or anti-aircraft rockets.

The unarmoured Afrikakorps troops love to have


these guys around. A heavy squad is just the thing
for tackling stubborn opposition head-on while
the other Grenadiers manoeuvre around the flanks.
Seeing the destructive heat of their flame-throwers
gout of burning fuel, its little surprise that they are
nicknamed Desert Suns.

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LEOPOLD (TROP)
PANZERKAMPFLUFER II-C (FLAK)

For any Axis field commander, having ground


vehicles with anti-aircraft capabilities is mandatory. Its even more true for the Neue Deutsches
Afrikakorps. Airfields are often scarce and usually
far away in the vast spaces of North Africa. Worse,
local weather conditions vary greatly, even over
a distance of a few kilometres. A sandstorm over
the airfield means there wont be anyone coming
to stop the enemys attack planes from ruining
your day.
A new version of the famed Luther chassis was
developed for the NDAK to deal with these
situations, the Leopold. Officially known as the
Sonderkraftfahrzeug 188/3 Panzerkampflufer II-C
Leopold (Trop) (Special Purpose Vehicle 183/3,
Armoured Combat Walker II-C Leopold Tropical
Version), the Leopold is a dedicated anti-aircraft
vehicle. Its main armament is a quadruple 3.7cm
Flak-Vierling43 anti-aircraft gun.

With each gun capable of firing around 150 rounds


per minute, it could pump out over 380kg (840 lb)
of shells per minute, if the magazines had enough
rounds to sustain that rate of fire. The guns have a
brand new type of muzzle brake that is currently
being field-tested by the NDAK. Should these be
successful, the way would be open for other heavy
weapons to be mounted on light chassis like this.

Even if it has some of the most modern planes on


the planet, the Axis has learned the hard way to
not always have air superiority. The Axis armies
have to face the Allies Air Forces, the largest in
the world, and the swarms of SSU ground-attack
aircraft that seem to accompany every attack.

OIN T

LEOPOLD (TROP)

PANZERKAMPFLUFER II-C (FLAK)


ADVANCED REACTIVE FIRE

RANGE

A 1X QUAD 3.7CM FLAKV 43 GUNS

10 9 3 9 3 9 3 8 3 5 5 3 4 2 2 2 1 1
1X MG 44
6 7 1 6 1 4 1 3 1 4 1 2 1
1X MG 44
6 7 1 6 1 4 1 3 1 4 1 2 1

3
FRONT

43 33 22
FRONT

21 21

FRONT

Armour
ADVANCED REACTIVE FIRE

Can attempt a Reactive Attack at up to Range 6, counting as


when rolling for number of Actions. Does not apply to Units Joined.

Crew: 1 (pilot)
Weight: 14.33 tonnes
Length: 4.13m (13 7)
Width: 3.65m (12 )
Height: 4.66m (15 3)
Weapons: Quad 3.7cm FlaKV43 guns
Two MG 44
Armour: 45mm (1.8)
Speed: 29 km/h (18 mph)
Range: 310 km (190 miles)

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RANGE

A 1X DUAL 7.5CM FPKZW GUNS

18
6

1X MG 44

1 2 2 2 25 24 14 13

71 61 41 31 41 21

Crew: 1 (pilot)
Weight: 44.08 tonnes
Length: 5.85m (19 3)
Width: 4.32m (14 2)
Height: 4.08m (13 5)
Weapons: Dual 7.5cm FpKZw guns
MG 44
Armour: 90mm (3.5)
Speed: 23 km/h (14 mph)
Range: 220 km (135 miles)

3
FRONT
FRONT

For years now, Axis engineers have expanded on


the initial walker design that started it all, the
original Luther. For a first attempt, it was a work
of genius by Baron Leopold Von Thaler, one of the
twentieth centurys greatest minds. Unfortunately
for the Axis, the Baron is no more and thus cant
continue his work. His followers are doing the
best they can, but it all too often ends up being an
upgrade on what he has already done, rather than
coming up with new designs. In the case of the
Jagdluther, this process has nevertheless, been a
great success.

LeopoldJagdluther

JAGDLUTHER

PANZERKAMPFLUFER IV-A
(TANK HUNTER)

OIN T

PANZERKAMPFLUFER IV-D (TANK HUNTER)

JAGDLUTHER

Officially known as the Sonderkraftfahrzeug 199/4


schwer Panzerkampflufer IV-D, the Jagdluther
is already known as one of the deadliest walk7.00
er-killers on the planet. Its main armament is a
pair of 7.5-cm Fu-Panzer-Kanone Zwilling 45
(FpKZw, Walking Twin Tank Guns) guns. These
weapons were 70 calibre long, derived from the
armament of the Panther tank. They possess an
amazing accuracy thanks to a new sighting system
and their very high muzzle velocity. The thicker,
better sloped front armour is also a big improvement over the Luther and Ludwig.
The original prototypes have been modified with
a sand filter to protect the engine from the desert
sand and an underbelly machine gun equipped
with an infrared night sight. This new version,
especially made for the African and Middle
Eastern theatres, is now in full production.

45
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STUMMEL

SCHTZENPANZERLUFER VI-G (CLOSE SUPPORT)

The Stummel zu Fuss (Walking Stump) replaces


the half-tracks short-range 7.5cm gun with a
heavier 10.5cm KwK 46 gun firing explosive
shells, and adds a twin nose-mounted MG 44Z
to the half-tracks two machine-guns. It carries
six soldiers inside its passenger compartment and
another six between the hull and the Schrzen
armoured skirts.

The value of mechanized infantry has been


proven numerous times since the war started. It is
even more valuable in the environment the Neue
Deutsches Afrikakorps fights in. Simply put, no
one wants to cross a desert on footunless they
are piloting a walker of course. Walker transports
have a speed comparable with a half-track, but
with such superior mobility over rough terrain that
theres no real comparison between the two.

The Schtzenpanzerlufer are so versatile that every


officer wants as many as they can get, be they the
gun-armed Stummel, the anti-aircraft Sturmluther,
or the prized command version, the Prinzluther.

The Sonderkraftfahrzeug 202/3 schwer Schtzen


panzerlufer VI-G Stummel (Special Purpose
Vehicle 203/3, Heavy Infantry Fighting
VehicleVI-G Stummel) is the latest evolution
in Axis troop transport. Replacing the famed
Sd.Kfz. 251/9, with which it shared the nickname Stummel (Stump) for its short gun, this
new vehicle takes it all to the next level by adding
walker technology and the capability to carry a full
section of infantry as well as a powerful gun.

OIN T

STUMMEL

SCHTZENPANZERLUFER VI-G
(CLOSE SUPPORT)
PASSENGERS (6) TANK RIDERS (6)
10.5CM KWK 46 GUN: GRENADE

RANGE

A 1X 10.5CM KWK 46 GUN

1X MG 44

1 1 1 14 14 13 13 12

71 61 41 31 41 21

71 61 41 31 41 21

3
FRONT

TURRET

21 21

1X MG 44

FRONT

1X TWIN MG 44Z
6 12 1 11 1 8 1 4 1 7 1 3 1

FRONT

LARGE VEHICLE

PASSENGERS (6)

Can carry six Infantry with Armour 1 or 2 or three Infantry with


Armour 3 or 4.

TANK RIDERS (6)

Can carry Passengers on its outside. Tank Riders are eliminated on


vehicle is hit.

if

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

Crew: 2 (commander/gunner,
pilot)
Weight: 29.72 tonnes
Length: 6.82m (22 4)
Width: 6.62m (21 9 )
Height: 4.70m (15 5)

Weapons: 10.5cm KwK 46 gun


Four MG 44
Armour: 25mm (1)
Speed: 40 km/h (25 mph)
Range: 420 km (260 miles)

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SCHWERER
PANZERKAMPFLUFER VI E (ROCKET)
DUAL NEBELWERFER 47
ROCKET LAUNCHERS: ARTILLERY

RANGE

A 1X DUAL NEBELWERFER 47 ROCKET LAUNCHERS

4-14
6

1X MG 44

71 61 41 31 41 21

1X TWIN MG 44Z
6 12 1 11 1 8 1 4 1 7 1 3 1
LARGE VEHICLE

ARTILLERY

Can fire under control of an Artillery Observer.

Crew: 3 (commander/gunner,
loader, pilot)
Weight: 74.75 tonnes
Length: 6.48m (21 3)
Width: 6.62m (21 9)
Height: 5.95m (19 6)
Weapons: Dual NW 47 rocket launchers
Three MG 44
Armour: 115mm (4.5)
Speed: 19 km/h (12 mph)
Range: 205 km (125 miles)

3
FRONT

TURRET

21 21

FRONT

Afrikakorps field commanders are used to fighting


outnumbered, but are seldom out-gunned. The
whole Axis military industry and engineers make
sure that their soldiers have the best equipment in existence. During the first campaign in
North Africa, German and Italian forces suffered
numerous times from the powerful and accurate
British artillery. Strong during an attack, efficient
in defence, it really helped the Allies turn the tide
in 1942 and 1943. Now that the Axis is back on
African soil, they have made sure that they would
be equipped with something that can match
this firepower.

StummelKnigslothar

KNIGSLOTHAR

OIN T

SCHWERER PANZERKAMPFLUFER VI E (ROCKET)

KNIGSLOTHAR

The Neue Deutsches Afrikakorps now has at its


disposal the Sd.Kfz. 203/3 schwerer Panzerkampf
8.00
lufer Knigslothar. Based on the original
Sd.Kfz.187/4 Lothar that has proven its worth
numerous times since the first walkers were
created, this new and improved version is built
around a heavier chassis. This allows the Knigs
lothar to carry two triple Nebelwerfer 47 rocket
launchers with plentiful reloads. The walker can
empty half of its tubes, while the other half are
being reloaded. The rate of fire is quite impressive,
and a properly trained crew can keep continuous
fire, as long as the ammo lasts.
The Knigslothar can level whole areas of the
battlefield in mere seconds. With walker technology, that allows rapid re-deployment on the
battlefield during combat, the Knigslothar can
then avoid the enemys battery counter fire.

47
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Baghdad

RCT

CLYDE

Madain
Musayib

5-ya Gv. OBrSpN

Azizyah
RCT

JAY
RCT

TONY
PzAufkl Abt AK
FPzGr

Numaniyah

Rgt 155

Babylon

FPz Rgt AK
K ut

FPz Rgt 8

Hillah
FPzAufkl

FPzGr

Abt 33

FPz Art

Pz Rgt 100

Rgt 1 AK

Rgt 33
PzJg Abt 200

Al Q asim

FPzPio Abt 1AK


Al-Hay

FlaK Abt 305

FPzGr

Rgt 2 AK

PzGr Rgt 192


2nd Dragoon Gds

D iwaniyah
13e DBLE
2nd Rifle Brigade
666-ya OBrSpN

1st Rifle Brigade

Al-Hamzah

3-ya Gv. OTBrSpN


Rumaythah
Shatrah
Northern Group of Forces

SSU UNITS

Samawah

5-ya Gv. OBrSpN: 5-ya Gvardeyskaya Otdelnaya Brigada Spetsnaz


(5th Guards Separate Special Purpose Brigade)

Southern Group of Forces

666-ya OBrSpN:
666-ya Otdelnaya Brigada Spetsnaz
(666th Separate Special Purpose Brigade)

3-ya Gv. OTBrSpN: 3-ya Gvardeyskaya Otdelnaya Tankovaya Brigada Spetsnaz


Nasiriyah
Special Purpose Tank Brigade)
(3rd Guards Separate

Chibayish
Suq A l-Shuyukh

48
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27/05/14 5:36 PM

SSU

SPETSNAZ
OPERATIONS

Gds

For quite some time now the Sino-Soviet Union has tried
to get a foothold in the area. The situation of the Red Army
in the Caucasus is dire with Zverograd barely holding out.
Resupplying the forces there across the Caspian Sea is
becoming increasingly difficult between attacks by the new
Axis jet aircraft and Allied patrol torpedo boats. If the SSU
could open a new front in the Middle East, it would relieve
some of the pressure on the Caucasus, especially if it could
be done with special forces rather than a large army.

With this in mind, Stavka, the Soviet High Command, has


just recently set a new goal: Syria needs a Marxist revolution. From there, SSU backed forces could destabilize
Turkey and attack Iraq. This would draw in both Allied and
Axis forces from the Zverograd area.
All SSU special operations and intelligence agencies are
now focused on Syria, with a huge involvement of Smersh
personnel of course. They have to act fast if the Caucasian
Red Army is to be saved. Deep in the deserts of Syria and
Iraq, the SSU has started to build a small bases filled with
the famed Spetsnaz. Experts in the arts of infiltration and
raiding, and trained in the deserts of the Motherland, these
elite troops have begun preliminary operations without
attracting much attention.

For now only a handful of Allied patrols have disappeared


during big sandstorms. So far the First Mesopotamian
Army command has not taken particular note of the matter,
however, the Axis attacks on Iraq are going to accelerate
SSU operations. Nothing is more convenient for Spetsnaz
to operate than ambient chaos.

SSU Spetsnaz Operations

Through its colonial empire and strong regional ties developed over the last century, the Allied Bloc dominates the
whole Middle East, and they intend to keep it that way.
Although the discovery of VK has changed forever how war
machines are built and powered, the trucks and ships that
supply them still run on oil. Loosing the oil of Iran and the
Arabian Peninsula is unthinkable for the Allies. Likewise,
the Suez Canal remains the fastest route from the Atlantic
Ocean to resources of India and the Far East. While the
Axis landings in Libya and the strong SSU presence in
Eastern Africa have temporarily closed this route to most
shipping, it remains a key long-term asset.

Chibayish

49
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27/05/14 5:37 PM

SSU Spetsnaz Task Force


The Spetsnaz (spets-ial-nogo naz-na-chen-i-ya, special
purpose) task forces make up the main SSU forces in
Mesopotamia. Their light
equipment allows them to

strike quickly, then disappear back into the desert from


whence they came. The light tropical walkers (TSh or tropich-esk-iy sha-gokh-od) are ideally suited for these raiding
operations, being fast and easy to maintain.

PLATOON LEADER

OR
Red Banner

RED BANNER

Podleytenant Vasily Kiritchenko

Task Force Command

TASK FORCE COMMAND


Spetsnaz Command Squad

COMBAT UNIT

COMBAT UNIT

Killers

Saboteurs

Choose one of the following units

Choose one of the following units

Spetsnaz Kill Squad

Spetsnaz Kill Squad

Spetsnaz Saboteur Squad

Spetsnaz Saboteur Squad

COMBAT UNIT

COMBAT UNIT

KILLERS

KILLERS

SABOTEURS

SABOTEURS

Aleksei

Anatoly

Choose one of the following units

Choose one of the following units

Spetsnaz Kill Squad

Spetsnaz Kill Squad

Spetsnaz Saboteur Squad

Spetsnaz Saboteur Squad

KV-47K (TSh), Light Gatling Walker

KV-47K (TSh), Light Gatling Walker

KV-47L (TSh), Light Tesla Walker

KV-47L (TSh), Light Tesla Walker

KILLERS

KILLERS

SABOTEURS

ALEKSEI (TSH)

ANATOLY (TSH)

SABOTEURS

ALEKSEI (TSH)

ANATOLY (TSH)

TYPICAL SUPPORT

Spetsnaz forces operate far behind the front lines, despite this they have a remarkable ability to
infiltrate an amazing variety of weapons, up to and including heavy tanks. They also rely heavily on
air support from aircraft like the Mi-47A Striker anti-tank helicopter.

50
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27/05/14 5:38 PM

Any Spetsnaz Unit, Steel Guard Unit, or KV-47 (TSh)


tropical light walker (such as the KV-47K (TSh) Aleksei)
in or supporting a Spetsnaz Task Force gains the At the
Double skill for its first Activation, or the Activation in
which it arrives from Reserves.

Spetsnaz Special Operations


The Spetsnaz, the elite troops of the GRU, the Main Intelligence Directorate of the Soviet Army General Staff, is the
largest commando formation on the planet. The purpose of
Spetsnaz units to conduct operations deep behind enemy
lines. They are to be parachuted or infiltrated far beyond
the front to attack key positions, cut supply lines and
assassinate enemy military leaders, disrupting the enemys
forces just as the main SSU forces start their attack. They
also serve as an all-around elite fighting force, operating in
terrain too difficult for regular units. They have been used
in frontal assaults at times (mostly in South-America), but
its certainly not the best use for these soldiers.
The Spetsnaz receive the harshest military training ever
known, and are equipped with the best the Sino-Soviet
Union has to offer. As elite forces, they favour traveling
light, eschewing the heavier weapons of the regular army.

In Mesopotamia, the main Spetsnaz bases were established


by 666-ya Otdelnaya Brigada Spetsnaz (666th Separate
Special Purpose Brigade). It is an odd military unit, even
amongst elite special forces. It is a completely independent
formation that has no need to rely on others to conduct its
operations. It has its own aircraft, boats, light walkers tanks,
and even supply trucks. The self-reliant soldiers of the 666th
have developed an impressive bond between themselves
and with their officers.

The 666th Separate Spetsnaz Brigade is regularly sent to


the worst places on the planet to conduct the most perilous
missions. They are the unit is responsible for some of the
greatest victories achieved by the Sino-Soviet Union in the
recent years, notably the initial raid on the Alaskan coast,
the assault on the Japanese-held island of Sumatra, and
liberating most of the Horn of Africa before the arrival of
the main forces.

SSU Spetsnaz Task Force

Platoon Advantage Surprise Strike


The Spetsnaz take the old Red Armys belief in the
importance of surprise to the limit. They operate from
hidden bases, moving carefully into position and then
striking hard and fast before the enemy can react.

The 666th Brigade have numerous unique weapons. The


Brigade field tests these weapons on its missions, after all
if they cant do anything useful with them, nobody ever
will! Some of the more successful, such as the Tesla-armed
KV-47L (TSh) Anatoly, are have now being issued to other
Spetsnaz formations, and eventually these will equip the
main Sino-Soviet Union armies.

The Brigades most recent deployment was in the Caucasus,


operating behind Allied and Axis lines to reduce the
pressure on the forces fighting in Zverograd. Now they
are hiding deep in the Iraqi deserts, preparing the Marxist
revolution in Syria and stirring up trouble between the Axis
and Allies as Operation Babylon unfolds.

51
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27/05/14 5:38 PM

PLATOON LEADER

SSU Heavy Breakthrough Tank Platoon


Since the firsts Kliment Voroshilov (KV) series of tanks, the
Soviet engineers and military strategists have emphasized
the use of slow but powerful vehicles advancing along the
infantry. Not used in a regular cavalry role, these tanks are
supposed to be moving heavy gun platforms. With a thick
armour, a powerful weapon, and surrounded by a swarm

of infantry to take out enemy anti-tank teams, what could


possibly stop them? Over the last six years, since Operation
Barbarossa started, the tanks have evolved, but the strategy
is the same. And as far as any Sino-Soviet Union Infantry
or Guard Infantry Regiment officer will tell you: we have
no reason to change.

PLATOON LEADER

COMBAT UNIT

Iosef Stalin

Karl Marx

Choose one of the following units

Choose one of the following units

IOSEF STALIN

IOSEF STALIN

IS-5C

IS-5C

KARL MARX

KARL MARX

LAVRENTIY BERIA

LAVRENTIY BERIA

IS-48A

IS-48A

IS-48B

IS-48B

TYPICAL SUPPORT

A Heavy Breakthrough Tank Platoon doesnt need much support, just plenty of tanks! That being
said, they usually go into action supported by infantry to protect them from tank-hunter teams and
mop up opposition in the wake of the heavy tanks. The IS-5A Mao Zedong anti-aircraft tank and
IS-5B Vladimir Lenin artillery tank advance alongside the tanks giving them fire support.

Platoon Advantage Breakthrough


Heavy breakthrough tank regiments are sent in to break
the enemy line. Their tanks arent fast, but they are
almost unstoppable, firing on the move as they roll over
any opposition.
The main Sino-Soviet Union armoured forces in Iraq
belong to two formations: 3-ya Gvardeyskaya Otdelnaya
Tankovaya Brigada Spetsnaz (3rd Guards Separate
Special Purpose Tank Brigade) and 5-ya Gvardeyskaya
Otdelnaya Brigada Spetsnaz (5thGuards Separate Special
Purpose Brigade).

The 5th Guards Separate Special Purpose Brigades official


title is much more impressive: 5th Guards Separate Red
Banner Order of Suvorov 3rd degree Santiago-Lima Motorcycle Regiment. It is one of the most decorated military
formations in the world. Initially part of the 2ndGuards
Tank Army, the regiment has seen so much action and
conducted so many perilous tasks that it has been awarded:
The Order of the Red Banner and the honour title
Santiago for its heroism while liberating the capital
of Chile
The Order of Suvorov 3rd class and the honour title
Lima for single-handedly liberating the capital of Peru
against great odds.

After making a March Move Action, an IS-5 or IS-48


tank (like the IS-5C Iosef Stalin or the IS-48A Karl
Marx) in or supporting a Heavy Breakthrough Tank
Platoon may roll a die. On a , it may perform a free
Attack Action.
The Regiments successes attracted the attention of the
GRU, the Military Intelligence Directorate, and earned
them a secondment to its special purpose Spetsnaz forces.
Since then, they have conducted some of the boldest operations ever planned (the raid on Madagascar, the Marxist
revolution in Ecuador, and the invasion of Burma to name a
few), and have always come out on top.
Its heavy equipment including heavy tanks and combat
walkers is unusual among special forces, but the Regiment
had already demonstrated its ability to operate in rough
terrain behind enemy lines, and these men know the value
of their steel monsters once they choose to engage the
enemy. No matter how bad the terrain, the tankisti have
seen worse, and will find a way to get their tanks into
action. The Regiment is not all about its tanks though.
Every member has been perfectly trained in special operations, with or without their tank support. Still, they never
miss an opportunity to bring the big toys. If a sandstorm is
coming to cover your tracks, then you might as well use it!

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DAMAGE RESILIENT TANK RIDERS (6)


TRACKED ATO-45B: FLAME
183MM D-47T GUN: GRENADE

RANGE

A 1X 183MM D-47T GUN

12
2
6

2 1 1 1 1 16 15 15

1X ATO-45B

2X DSHK 12.7MM (Only the Turret DShK can Shoot at Aircraft)

52 52 41 31 32 21 11
1X REAR DSHK 12.7MM

TURRET
TURRET
FRONT & TURRET

22 12 11
TURRET

31 31 21 11

LARGE VEHICLE

DAMAGE RESILIENT
Roll a die for each point of Damage done to this vehicle. On
a point of Damage is cancelled.

TANK RIDERS (6)

This vehicle can carry Passengers on its outside. Tank Riders can use
Close-Combat Weapons.

For each Hit on the vehicle, the owning player rolls one additional die.
On a , one Passenger of their choice is eliminated.

Tank Riders can be targeted separately from the vehicle.

TRACKED

Roll when moving through Terrain, halting on a score of

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

FLAME

Targets get no Saves from this weapon and are Suppressed.

For hundreds of millions of citizens of the Sino-


Soviet Union, Iosef Stalin is the Supreme Leader,
whose wisdom will guide them to victory. For
the enemies of the SSU, the name means death.
Many of the SSUs early heavy tanks were named
after Kliment Voroshilov, the Defence Commissar.
When it was time for a new and improved series,
who better to name it after than the Supreme
Leader himself ?
The Iosef Stalin super-heavy tank is armed with
a very efficient combination of weapons, each of
which has been proven on other tanks. Its main
weapon is a 183mm (7.2) D-47T gun. Although
not designed to destroy vehicles, the mass of this
weapons round can knock out any tank, no matter
Armour
how heavy. Its powerful explosive shell is overkill
against infantry, but is death to bunkers.
The secondary weapon is an ATO-45B flamethrower mounted alongside the main gun. It is
ideal for destroying infantry in buildings and
strongpoints. Thats if there are still some in range
when the Stalin gets there. Usually theres only
wreckage left, or the enemy has fled.

SSU Heavy Breakthrough Tank PlatoonIosef Stalin

IOSEF STALIN

IS-5C, HEAVY ASSAULT TANK

OIN T

IS-5C, HEAVY ASSAULT TANK

IOSEF STALIN

Crew: 4 (commander, gunner,


loader, pilot)
Weight: 68.29 tonnes
Length: 8.26m (27 1)
Width: 4.27m (14 )
Height: 4.27m (14)
Weapons: 183mm D-47T gun
ATO-45B flame-thrower
Three DShK 12.7mm MG
Armour: 145mm (5.7)
Speed: 35 km/h (22 mph)
Range: 380 km (235 miles)

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RED BANNER

PODLEYTENANT VASILY KIRITCHENKO, SPETSNAZ

Kiritchenko has lost many friends and made a


lot of enemies during that time. He knows that
even if its men are of a rare breed, he must watch
over them and so tries its best to keep their
spirits up. He came up with the idea of the Red
Banner during the bloody battle around the Allied
Embassy in Lima, Peru.
After days of intense combat, the defending
Spetsnaz were faltering in the face of attacks by
ASOCOM heavy rangers. Remembering the
revolutionaries of 1918, Kiritchenko grabbed
a large red table cloth as a makeshift banner.
Rallying locals and the surviving Spetsnaz around
his position, he lead a charge that won the day for
the SSU.

Even if its unique among special forces to carry a


flag, Kiritchenko has done so ever since, earning
him the nickname Red Banner, only now he
carries the official standard of his regiment.
Kiritchenko continues on the path to victory for
the glory of the Sino-Soviet Union and the World
Marxist Revolution.

Even if he is still young by some standards,


Podleytenant (Sub-Lieutenant) Vasily Red Banner
Kiritchenko is already a legend among the Spetsnaz
of the GRU (the Main Intelligence Directorate).
Kiritchenko has fought countless battles all over
the planet in the name of the Motherland. He has
spent the last few years with the 5th Guards Separate Spetsnaz Brigade, always at the forefront of a
special operation in a dangerous place.

OIN T

RED BANNER

PODLEYTENANT
VASILIY KIRITCHENKO, SPETSNAZ
FOLLOW ME OFFICER
RED BANNER

RANGE

A 1X AK-45

41 31 21

1X MACHETE

21

21 11

12 12 12 11
HERO

Armour

FOLLOW ME

Can take a Follow Me Special Action once per turn. All friendly
Infantry Units with Armour 1 or 2 within Range 2 (20cm or 8) and in
Line of Sight roll a die. On a they take an immediate Move Action
with a Move rating of 2.

OFFICER

May take Officer Special Actions to reactivate or rearm their troops, or


call in reinforcements.

RED BANNER

All friendly Infantry Units within Range2 (20cm or 8) and in Line of


Sight roll three dice when Rallying.

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SERZHANT IVAN POPOV, SPETSNAZ


BERSERK CHARGE
EXPERT - MEAT CLEAVERS

A 1X DSHK 12.7MM MG

52 52 41 31 32 21 11
1X PAIRED MEAT CLEAVERS

22 12 11

23 23 13 12

HERO

BERSERK:

When Ivan hits with a Meat Cleaver, roll again scoring another hit on
. Continue rolling until fail to hit. Does not apply to Units Joined.

CHARGE:

May take a free Attack Action using Close-Combat Weapons after


performing a March Move Action.
Hit on rolls of

EXPERT - MEAT CLEAVERS:

as well as

. Does not apply to Units Joined.

TACTICS
Although the Spetsnaz are an elite special force whose members
usually keep a level head, they are trained by some of the
harshest men on the planet. Sergeant Popov is one of them.
Now that hes in the front line, hell show them how to achieve
the impossible. Theyre having a rough time with him, but he
always gets the job done.

Popov still possess the same anger, the same


energy, that he had as a young man. During all that
time he has managed to get himself broken to the
ranks almost as often as he has been promoted. His
lack of discipline and his disdain for his superiors
is legendary in the Red Army, and he has served
more than one sentence in a penal unit. Nevertheless, Popov is one of the most decorated soldiers
in the whole SSU, with too many medals to wear,
Armour
even on his large chest. That has saved his neck a
few times.

Red BannerIvan the Butcher

Serzhant (Sergeant) Ivan Popov joined the revolutionary Red Army 27 years ago at the age of 17.
Since then, he has fought White Russians, Finns,
Germans, and Americans. He has been part of
every war the Soviet Union has been involved in
for almost three decades.

IVAN THE BUTCHER

RANGE

OIN T

SERZHANT IVAN POPOV, SPETSNAZ

IVAN THE BUTCHER

Before he rejoined the 666th Separate Spetsnaz


Brigade, The Butcher was an instructor at the
main Spetsnaz training facility in Northern
Siberia. He has trained a generation of special
forces soldiers, often with his very own brutal
hand-to-hand techniques. Although he never
followed the rules himself, he maintained the
harshest discipline as an instructor. Many trainees
were very happy to be sent on dangerous missions
at the front, just to leave him behind.

Now well into his 40s, Popov should never have


been sent into combat again, but Spetsnaz forces
have suffered heavy losses. Thats why the old
blood were called back to active duty. His former
students were not happy to see him again, even if
they recognize the value of Popovs immense experience and his innate talent for unbridled violence.

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The Sino-Soviet Union does not have a strong


presence in the Middle-East, but is doing whatever it can to increase it. Without any proper
base of operation in the area, GRU Spetsnaz units
are organised into task forces. These are smallto-medium-sized combat and intelligence units
of between 20 and 50 men, with a few walkers
for support.

A typical task force will have its base of operation


in a remote place, far from prying eyes. The whole
point of their mission is that nobody knows where
they are nor where they will strike next. Any larger
operation combines several task forces operating
under a senior officer.

Officers of the GRU Spetsnaz are famous for


their excellence, their brutality, and their cunning
tactics. Unlike in any other arm of the Sino-Soviet Union Army, Spetsnaz officers have all risen
through the ranks to get their command. None
come from officer or cadet schools. They have
paid their dues the hard way, and ensure that the
men they command are as tough as possible. Its
the only they will all survive to accomplish the
difficult missions theyre given. Life as a GRU
Spetsnaz is dangerous and often short-lived, as task
force commanders are all to fond of reminding
their men.

OIN T

SPETSNAZ COMMAND SQUAD

TASK FORCE COMMAND

TASK FORCE
COMMAND

SPETSNAZ COMMAND SQUAD


COMMAND SQUAD
SULPHUR JET: FLAME

RANGE

A 1X DPM MG

21 21

41 31 21

21 11

21

1X SULPHUR JET

1
C

71 61 41 21 41 21
3X AK-45

5X MACHETE

12 12 12 11

COMMAND SQUAD

May perform Special Actions with its Officer, Medic, or Mechanic to


reactivate, heal, repair, or rearm Units, or to summon reinforcements.

FLAME

Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.

TACTICS
Like most GRU Spetsnaz formations, task force commands
prefer to engage the enemy at very close range. That way no
one escapes and there are no survivors. Hence the presence of a
flame-thrower in the unit, a great tool for cleaning up after the
mission is done. The Spetsnaz command groups also make good
use of the iconic machete that all members of this elite force are
issued with.

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RPG-1: GRENADE
SULPHUR JET: FLAME

RANGE

A 1X DPM MG

71 61 41 21 41 21

21 21

41 31 21

21 11

3X AK-45

21

2X RPG-1(LIMITED AMMO)

14 14 14 14 1 1 1 15 14 14 13
1X SULPHUR JET

1
C

5X MACHETE

12 12 12 11

GRENADE

Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).

FLAME

Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.

TACTICS
Theres honestly not much a Spetsnaz kill squad cant accomplish by itself. These men are trained for and put in a unit that
can truly kill, destroy and maim anything that might cross their
path. For those who know such things, and survived to tell the
tale, there arent many things worst than the Killers.
These guys dont mix with the regulars. They attract too much
attention. The Spetsnaz prefer to operate quietly, killing before
the enemy even knows they are in trouble.

Spetsnaz is an acronym of spetsialnogo naznacheniya


or special purpose force. These are soldiers capable
of accomplishing special missions, that regular
units cannot. The Killers, the Spetsnaz kill squads,
are just that. These men can overcome any situation theyre put in, no matter how dangerous
or desperate.
When the Spetsnaz Kill Squad is called into
action, its to make sure that there are no survivors left, no building still standing, and vehicle in
one pieceand to ensure that no one knows who
did it. They are the most ruthless soldiers in the
SSU, apart from, possibly, the famed Steel Guards,
many of whom are former members of a kill
squad anyway.

Task Force CommandKillers

KILLERS

SPETSNAZ KILL SQUAD

OIN T

SPETSNAZ KILL SQUAD

KILLERS

The Killers use regular Sino-Soviet Union weapons


and equipment, mixed with a few extras of their
own, but its the way they use them that makes
the difference. Their preferred weapon is the
Avtomat Kalashnikova 45 (AK-45) assault rifle,
the future weapon of all SSU infantry. The Killers
back these up with Sulphur Jet flame-throwers,
DPM machine-guns, and two RPG-1 anti-tank
launchers. The RPG-1 may be a crude copy of the
Axis Panzerfaust 100, but it is just as deadly as the
original. Every Killer is also armed with a standard
issue Spetsnaz machete, the signature weapon of
these troops for close-in and personal killing.
The Spetsnaz Kill Squad primarys objectives are
eliminating enemy infantry and leaders, light and
heavy vehicles. They excel at these job. As long as
it involves spreading mayhem, you can count on
these men.

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SABOTEURS
SPETSNAZ SABOTEUR SQUAD

Earn their Saboteurs title by destroying any


valuable targets they can find. The priority targets
are always railroad tracks and junctions, and fuel
depotanything that will hinder the enemys
movement and supply lines. Headquarters and
airfields are nice things to blow up too!

Train and organize partisans and other civilian


fighters in the use of demolitions and light
weapons. Millions of men and women suffer under
the cruel and unjust Axis rule. These make easy
recruits for the Spetsnaz.

Today the missions of the Spetsnaz saboteur squad


have changed a bit, but the basics are still the same:
make a big explosion that will cripple the enemy.

The Spetsnaz were created by Polkovnik (Colonel)


Ilya Starinov (a distant cousin of Hero of the
SSU Commissar Captain Nikolai Dimitrievich
Starinov of the 9th Guards Heavy Tank Division)
after his experience organizing partisans in the
Axis-occupied territories of the Soviet Union. The
type of unit Colonel Starinov envisioned when
he was planning the Spetsnaz has been realised in
the saboteur squad. These men would act behind
enemy lines, having two different but complementary roles:

OIN T

SABOTEURS

SPETSNAZ SABOTEUR SQUAD

RANGE

A 5X AK-45

41 31 21

21

5X DEMO CHARGE (LIMITED AMMO)

13 13 13 13 12 12 12 12 12 12 12

12 12 12 11

21 11

5X MACHETE

Armour

TACTICS
The Spetsnaz saboteur squads are called in when something big
needs to blow up. Whether its a vehicle or a building, a bridge
or a railroad, the Saboteurs will do the job.

For stealth reasons, they prefer to work alone or with the Killers.
They are much more flexible than their Kill Squad comrades,
however, and know how to adapt the plan, or the absence of it,
much quicker.
There arent many officers who dont like to have a bunch of
these guys around. They make any attack so much easier. Whatever the mission is, a raid, an ambush, an assault, when a large
part of the enemy setup blows up before you act, you have a
clear advantage.

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STEEL GUARD
FIRE SUPPORT SQUAD
STEEL GUARD

RANGE

A 2X 20MM SHVAK-47 AUTOGUN

52 52 52 41 32 32 21 11

22 22 11

72 72 51 41 42 31 11

32 22 11

1X TWIN DSHK 12.7MM


3X STEEL GLOVE

12 12 12 12 12 12 12 12 12 12 12

STEEL GUARD

Steel Guard never has a Cover Save, but always passes their Infantry
Save on a roll of as well as . Only a Steel Guard Hero may Join a
Steel Guard Unit.

TACTICS
There arent many things worse in combat than to face a bunch
of Steel Guards, whether youre an infantryman or the pilot
of a walker or a tank. You know then that you are at a crucial
moment of your life.

But there is thing even worse to deal with: Steel Guards that
are former Spetsnaz! These guys are usually teamed with their
former units, from whom they understand the tactics, the
need for stealth and then suddenly violent but brief action.
Other Steel Guards units sometimes have trouble mixing with
Spetsnaz forces, as their employ and their role on the battlefield
is so different. The Steel Wall doesnt have this problem.

The soldiers of the Steel Guard are battle hardened veterans who have been gravely wounded
in combat. These guys now have the chance to
fight again, thanks to the latest Sino-Soviet
Union technology for human enhancement. Their
broken bodies are placed into a steel sarcophagus,
which becomes their sanctuary. It keeps them
alive and most of all, keeps them fighting for
the Motherland.

Steel Guardsmen coming from Spetsnaz units are


much more rare than those from regular infantry
or Guards regiments. There arent many gravely
wounded special forces soldiers, they either make
it back to base or are never seen again. Stavka, the
SSU High Command, prefers to keep these men
Armour
together, forming elite squads with deadly firepower and combat experience.

SaboteursSteel Wall

STEEL WALL

OIN T

STEEL GUARD FIRE SUPPORT SQUAD

STEEL WALL

The Fire Support Squads of the Steel Guard are


some of the most feared soldiers on the planet.
Nobody who has faces their wall of lead remains
unchanged by the experience. In combat they use
two of the most powerful infantry weapons known
to man:
A 20mm ShVAK-47 Autogun, fed from a
65-round drum magazine.

A dual 12.7mm DShK heavy machine-gun,


effectively a twin-barrelled .50 cal machine-gun,
with 50-round box magazines.
The drums and box magazines are more popular
than the standard belt feed, as the sand and dust
make any belt fed weapon a nightmare to clean
and operate.

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ALEKSEI (TSH)
KV-47K (TSH), LIGHT GATLING WALKER

Thanks to the walker being open topped, its pilot


suffers much less from the heat and has a better
view and understanding of his surroundings. It
sure makes him more vulnerable, but at least hes
not completely cooked at the end of the day. It also
makes the walker lighter, which greatly increases
its capacity to be transported to remote places.
While the Alekseis 23mm Maxim Gatling guns
cant engage heavily-armoured targets, they are
deadly against infantry and flying targets. This
makes them the perfect support choice for the
Spetsnaz. Tackling armoured forces head-on is the
role of Spetsnaz raiding forces. Theyd rather have a
light vehicle that can provide excellent fire support
against the light enemy forces they typically face.
TACTICS
The Aleksei can engage any enemy soldiers (up to
and including heavily-armoured infantry). and is
effective against aircraft. This makes one or two of
them the ideal support for light infantry that have
their own anti-tank weapons. The walker tackles
enemy infantry while the infantry stalk any enemy
walkers in the vicinity.

As the Aleksei cant destroy heavier vehicles, it


cant wander on the battlefield alone, but pairing it
with an Anatoly to tackle armoured targets works
well. This combo is a Spetsnaz favourite.

Special men with special missions need special


equipment. The KV-47K (TSh, Tropicheskiy Shagokhod or Tropical Walker), codenamed Aleksei is
the perfect example of this maxim, as it was developed specifically for Spetsnaz units.

OIN T

ALEKSEI (TSH)
KV-47K (TSH),
LIGHT GATLING WALKER
AIRMOBILE
DAMAGE RESILIENT
SMOKE LAUNCHERS

RANGE

A 1X DUAL 23MM MAXIM GATLING GUN

10 5 2 5 2 5 2 4 2 3 2 3 2 2 1 1 1
1X DSHK 12.7MM
6 5 1 5 1 4 1 3 1 3 2 2 1 1 1

3
FRONT

32 22 11
FRONT

22 12 11

Armour
AIRMOBILE

Can be carried by an Airlifter.

DAMAGE RESILIENT

Roll a die for each point of Damage done to miniature. On


of Damage is cancelled. Does not apply to Units Joined.

, a point

SMOKE LAUNCHERS

Once per game, take Smoke Launchers Action to place Smoke on Unit.

Crew: 1 (pilot)
Weight: 11.4 tonnes
Length: 2.88m (9 6)
Width: 3.45m (11 4)
Height: 3.55m (11 8)
Weapons: Dual 23mm Maxim Gatling
DShK 12.7mm MG
Armour: 30mm (1.2)
Speed: 30 km/h (19 mph)
Range: 460 km (285 miles)

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KV-47L (TSH),
LIGHT TESLA WALKER

AIRMOBILE DAMAGE RESILIENT


SMOKE LAUNCHERS
DUAL LIGHT TESLA GUN: SALVO, TESLA

RANGE

A 1X DUAL LIGHT TESLA GUN

31 31 31 31 31 31 31 31 31 31 31

51 51 41 31 31 21 11

1X DSHK 12.7MM

3
FRONT
FRONT

22 12 11

Another tropical variation based upon the classic


KV47 series, the L model or Anatoly, mounts two
very efficient Tesla guns. Its two Tesla are derived
from the Red Lightning support weapon. The
Anatolys capacitors allow it to fire both Tesla
weapons in rapid succession, but this leaves it
defenceless until the capacitors recharge. Being
a Tesla weapon, it incapacitates its targets, even
if it does not destroy them outright. Using pack
tactics, the KV-47L Anatoly can take on much
larger walkers.
Like its cousin, the Aleksei, the Anatolys small
size makes it perfect for special operations. It can
easily be air-dropped, put on a landing craft, or
travel through a dense jungle with equal facility.

Aleksei (TSh)Anatoly (TSh)

ANATOLY (TSH)

OIN T

KV-47L (TSH), LIGHT TESLA WALKER

ANATOLY (TSH)

Armour

AIRMOBILE

Can be carried by an Airlifter.

DAMAGE RESILIENT

Roll a die for each point of Damage done to miniature. On


of Damage is cancelled. Does not apply to Units Joined.

, a point

SMOKE LAUNCHERS

Once per game, take Smoke Launchers Action to place Smoke on Unit.

SALVO

May double number of Combat Dice rolled. If do so, remove Loaded


token. Weapon cannot attack until Unit regains Loaded token by
performing a Reload Action.

TESLA

Place Stunned token on Unit hit by this weapon. Unit must take
a Nothing Action as its first Action next Activation, removing all
Stunned tokens.

TACTICS
The Anatoly is a great companion to the Aleksei.
These two walkers are like brothers on the battlefield. Anatoly takes care of anything with armour,
while his brother, Aleksei, tackles everything
without. Theres not much that can face these two
walkers when they fight together.

Crew: 1 (pilot)
Weight: 10.53 tonnes
Length: 3.45m (11 4)
Width: 3.26m (10 9)
Height: 3.55m (11 8)
Weapons: Dual light Tesla gun
DShK 12.7mm MG
Armour: 30mm (1.2)
Speed: 32 km/h (20 mph)
Range: 485 km (300 miles)

61
OperationBabylon.indb 61

Crew: 1 (pilot)
Weight: 11.4 tonnes

Weapons: Dual 23mm Maxim Gatling


DShK 12.7mm MG

27/05/14 5:42 PM

OPERATION BABYLON

BATTLEFIELDS

You can play Operation Babylon using the Dust Tactics rules (found in the Starter Sets and in
the full Dust Tactics rulebook) or using Dust Tactics Battlefield (found in the full Dust Tactics
rulebook). Whereas Dust Tactics uses the gridded game boards included with Operation
Babylon, Dust Tactics Battlefield is the same game played on a gaming table with
three-dimensional terrain. It uses the same miniatures, rules, dice, and unit
cards as Dust Tactics, so if you know how to play Dust Tactics, you know
how to play Dust Tactics Battlefield.
Dust Studios Premium Range, and Gale
Force Nines Battlefield in a Box range
are great sources of readymade and pre-painted
terrain for your games,
allowing you to set up
a battlefield and get
started straight away.

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If you want ideas on the terrain of Mesopotamia in central Iraq, its a good idea to have a
look at photographs and maps on the Internet. Google Maps gives great aerial photographs
of the area and has great photographs of the ruins and archaeological sites that are the
focus of many of the battles in Operation Babylon.

Operation Babylon Battlefields

Visit the Operation Babylon resources page at www.Dust-Tactics.com for photographs and
links to get you started.

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SCENARIOS
SCENARIOS
This is where history stops and the story begins! Operation
Babylon has started, troops are on the ground, time to play
to figure out the outcome of all these battles!
Prior to the launch of Operation Babylon itself were a
couple of significant engagements between the various
forces in the region. These battles sparked a series of events
that made all the major players in the area aware that
something big was up. The first two scenarios below reflect
these events, although they are just a couple of examples
of the countless small battles that happened in the lead-up
to Operation Babylon. The remaining four scenarios cover
some of the events of the first phase of Operation Babylon
itself. This is when the real battles began.

Of course we cant make a scenario for every battle, small


or big, that happened during Operation Babylon, and
this is a good thing as it allows you to create scenarios for
these events yourselves. Creating your own scenarios is a
great opportunity to bring in some of the game boards
and terrain from earlier campaign sets. For example, you
could play the initial assault on the airfield at Kut by
combining boards from the Operation Icarus campaign set
with the desert ones in this set. Many of the Allied outposts
throughout the region have been fortified, so you can use
Strongpoints or even Bunkers to reinforce them. There
are even long railway lines crossing Iraq from north west
to south east. Using the railway boards from Operation
Achilles, you could stage a raid on the Allied supply lines or
simply use it as terrain in a pitched battle.

Using Different Forces

The SSU forces in Iraq went onto high alert the moment
the Axis attack began. The Soviet leaders were caught by
surprise, but quickly realized that if the Axis was here, then
there was much more than oil to be found
Theres nothing that the SSU loves more than Allied and
Axis soldiers fighting each other, after all its the perfect
time to advance your own agenda. Spetsnaz groups left the
relative safety of the secret hideouts and upped the tempo
of their operations. While some units were tasked with
finding out what was going on, others simply raided both
sides to stir up trouble!

As casualties mounted, all three blocs immediately took


all possible measures to reinforce with any available forces.
Units fighting in Zverograd found themselves withdrawn
and rushed south into the desert cauldron.

There were even confusing engagements between forces on


the same side as Ahnenerbe operatives, Majestic 12 traitors,
and Sacred Dawn counter-revolutionaries revealed themselves. Some simply adjusted legitimate orders, resulting in
units attacking friendly units, while others had infiltrated
units, making them into their own private armies.
As you can see, this confusing state of affairs gives you
endless scope to use any force you have against any other.
Although the scenarios specify particular forces, as usual
with Dust Tactics scenarios, they can be played with any
bloc fighting each other. Always remember that Dust
Tactics is your game, and enjoy! Happy gaming!

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Sandstorms
Any place with a desert climate makes for one of the
toughest environments an army can fight in. To make
things worse, Iraq suffers from the Shamal, brutal sandstorms blowing from the north west all the way to India.
The Sandstorms rules below reflect the difficulties in
fighting while the Shamal is blowing. As usual when using
these special rules, make sure that every player involved
in the game knows about it and is happy to add it to
their game.

The Sandstorm rules can be used in your home-made


scenarios. If you wish to, you can even adapt it to represent
other weather effects, such as a blizzard or dense fog.

When to Use Sandstorms

Sandstorm begins

Sandstorm begins if Medium or High risk

Sandstorm begins if High risk

The Sandstorm effects stays in play until the end of the


game or until the Sandstorm ends.

As the air is filled with sand, all Units seen at Range 3 or


more are in Cover. This Cover Save cannot be negated by
weapon special rules.

At longer ranges, everything is shadows amongst the


swirling sands. All Units seen at Range 5 or 6 re-roll their
failed Cover Saves.
In Dust Tactics: Battlefield, miniatures can only move up to
Move rating 2 (20cm or 8) or March Move rating 4 (40cm
or 16) while a Sandstorm is blowing. A Sandstorm is not
Terrain, so skills like Trail Blazer have no effect on this rule.

Sandstorms and Aircraft

The vicious and unpredictable winds combined with low


visibility make it suicide for aircraft to remain in the area.
When a Sandstorm begins, all Aircraft must leave the
gaming area. They are immediately removed and take no
further part in the game until the Sandstorm ends.

Once a Sandstorm ends, all Aircraft are placed in Reserve.


If the scenario doesnt have Reserves for your side, your
Aircraft arrive from any table edge in your Deployment Area.

At the start of each round in which there is a Sandstorm


blowing, the player who lost the Initiative rolls three dice
with the following effects:

While a Sandstorm is blowing, Line of Sight is limited to


Range 6.

Sandstorm ends

Sandstorm ends if it has been blowing for


two turns

Sandstorm ends if it has been blowing for three


or more turns

ScenariosSandstorms

At the start of each round (including the first round of the


game) in which there is not currently a Sandstorm blowing,
the player who wins the Initiative rolls three dice with the
following effects:

Line of Sight and Cover in a Sandstorm

Moving in a Sandstorm

Scenarios that use the Sandstorm rules state the risk of a


sandstorm striking. This can be Low, Medium, or High.

When the Sandstorm ends, the weather stays clear for the
whole round and next round does the player who wins the
Initiative rolls again to see if it begins once more.

Visibility in Sandstorms

IOSEF STALIN

SABOTEURS

ANATOLY

1
STEEL WALL

1
BARKING DOG

A Sandstorm is blowing, but


the Barking Dog can still see
the Steel Wall squad clearly as
it is within Range 2.
Even though the Saboteurs
are not in Terrain, they have
a Cover Save as they are at
Range 3 or more.

The KV-47L (Tsh) Anatoly


has a Cover Save both for
being behind the Palm Tree
and for being at Range 3 or
more. Since it is at Range 5 or
6 in a Sandstorm, it re-rolls
failed Cover Saves as well.
The Iosef Stalin is not visible
to the Barking Dog as Line of
Sight is limited to Range 6 in
a Sandstorm.

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Middle Eastern Terrain


Before we get to the scenarios themselves, we have several new rules for desert terrain.

Irrigation Canals

Ever since the first irrigation canals were built in 2400BC,


the area between the Tigris and the Euphrates rivers has
been an oasis of green surrounded by desert. With this
irrigation system Mesopotamian civilization has thrived for
thousands of years.

Irrigation Canal

Irrigation Canals are Terrain that has no effect on Line


of Sight. Infantry Units in Irrigation Canals are in Cover
and gain Cover Saves. Irrigation Canals are Impassable to
Wheeled and Half-tracked Vehicles.

Most of the game mats have


terrain already printed on
them. Additional terrain
required for the scenarios is
shown with a white outline
on the scenario map.

Bridges

Bridges across irrigation canals allow the local farmers to


tend their fields without getting wet, as well as making it
easier to get their crops to market.
Bridges negate the effects of Irrigation Canals.

Palm Trees

Date palms provide a welcome source of shade and food


around oases and irrigation canals.

Bridge

Palm Trees function exactly like any other Trees. Units can
move through Palm Trees. Like other Trees, Palm Trees
block Line of Sight and provide Cover for miniatures in the
same square.

Ruined Pillars
Palm Trees

Many ancient buildings were guarded by pillars bearing


carvings of mythological creatures. Where they have not
been destroyed by the passage of time (or locals seeking
building materials), they are still impressive.
Ruined Pillars are Impassable Terrain that Blocks Line
of Sight.

Ruined Walls

The remains of ancient buildings give clues as to the likely


location of the alien cache, as well as welcome shelter from
the elements.

Ruined Pillars

Unlike most Terrain, Ruined Walls are placed on the


boundary between two squares, rather than in a square.

Ruined Walls are Impassable to Wheeled and Half-tracked


Vehicles, and are Impassable to Tracked Vehicles that are
not Large or Huge. Walkers can move across Ruined Walls.
Ruined Walls

Unlike most walls, Ruined Walls do not block Line Of


Sight. Units can see across them, however, Units seen across
Ruined Walls are in Cover.

Objectives

Wells and archaeological digs are the main objectives of


Operation Babylon.

Objectives have no effect on play, aside from determining


the winner of a scenario.

Using the Scenarios with Dust Tactics Battlefield


While the following scenarios are written for Dust Tactics,
you can easily use them with Dust Tactics Battlefield
as well.
The key thing is to set up a table that reflects the scenario.
Match the size of the table to the size of the scenario

map. For small games played on a 9 x 12 grid, use a


90cmx120cm or 3 x 4 table. For larger games use a fullsized 120cm x 180cm or 4 x 6 table. Next, lay the terrain
out in a similar style to the scenario map. With that done,
youre ready to play!

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Defender Deploys Here

It has always been in the SSUs interests to stir up things


between the other two blocs. Unlike the Allies and the
Axis, the Soviets expect that achieving total world domination will take time, many years, maybe even decades. For
them, everyday the Capitalists and Fascists fight amongst
themselves is a day in which the global Marxist Revolution
gains more followers.

The Spetsnaz teams infiltrated into to the region mounted a


series of bold surprise attacks against the Allies before the
launch of Operation Babylon. Of course they didnt had a
clue of what was about to happen, but wreaking havoc on
an enemy is always a good thing.
When launching such attacks, the Spetsnaz made sure
to use Axis uniforms and weapons so as not to reveal
their presence in the area to the Allied command. When
possible, they waited for a sandstorm to strike, isolating the
target and making it easier to get clean away afterwards.

The defenders base is sheltered among old ruins looking


out on a colonnade of ruined pillars. The attacker must cross
the irrigation canal and destroy the supplies within.

Attacker:

150
POINTS

Defender:

115
POINTS

Game Board

Arrange the game boards as shown above.

Additional Terrain

The Defender may place up to four Ammo Crates anywhere


on the battlefield.

Deployment

The Defender deploys their force in their Deployment Area


as shown on the map. The Attacker moves their force on via
the other end of the board.

Winning the Game

The Attacker wins by having a Unit (other than an Aircraft)


on an Objective square at the end of a turn, providing there
are no enemy Units within 2 squares.

Middle Eastern TerrainOutpost Whiskey

Attacker Enters Here

Scenario 1: Outpost Whiskey

If the Attacker has not won by the end of turn 6, the


Defender wins.

Game Length

The game lasts for 6 turns.

Time Limit:

6
TURNS

Sandstorm Risk:

M
MEDIUM

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Scenario 2: A Rude Sandstorm

Attacker Enters From Any Board Edge

Attacker Enters From Any Board Edge

Attacker Enters From Any Board Edge

Defender Deploys Here

Attacker Enters From Any Board Edge

As well as attacking remote Allied bases, the Spetsnaz often


ambush supply convoys and long-range patrols. As with
attacks on bases, they use as much captured Axis equipment
as they can, both to cover their tracks and to push the Allies
to retaliate against the Axis.
Many Allied patrols fell into these deadly traps. At first
these attacks left their HQ wandering if these losses were
caused by violent sandstorms or by an invisible enemy, but
as the number of lost patrols climbed, Allied command
knew that something was up as these mysterious sandstorms left no one behind...

As the months passed, Allied forces were on their guard


and organized heavier patrols. This tactic proved effective,
with the Spetsnaz often cancelling their attack at the last
minute. Unfortunately, it also weakened Allied positions
and bases, as more troops where needed to conduct the
patrols, and even more tied up in reaction forces ready to
rescue any patrol that came under attack. This would prove
very costly later when real Axis forces struck.

Game Board

Arrange the game boards as shown above.

Deployment

The Defender deploys their force in their Deployment Area


as shown on the map. The Attacker moves their force on via
any board edge. If the Defenders aircraft are driven off by a
Sandstorm, they return from any board edge.

Winning the Game

The Attacker wins the game if they have destroyed all of the
Defenders Units by the end of turn 4.
The Defender wins if they still have at least one Unit on
the battlefield at the end of round 4, when the rescue
force arrives.

Game Length

The game lasts for 4 turns. At this point the Defenders


rescue forces arrive, chasing off the attacking force.

The defenders patrol is passing an old ruin when they


are ambushed.

Attacker:

Defender:

150
100
POINTS
POINTS

Time Limit:

4
TURNS

Sandstorm Risk:

H
HIGH

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Scenario 3: Bad Jump I


Attacker

Defender

Attacker

Defender

Attacker

Attacker
Defender

Defender
Attacker

Defender

Attacker

Attacker

Defender

When speaking with its German friends, Kvasir was quite


elusive about the exact location of the energy reserve that
the Blutkreuz Korps was after. The Axis quickly figured out
in that it was located in Mesopotamia, but this still leaves
quite a lot of ground to cover. With Operation Babylon,
the Axis commanders hoped to secure the area and give
their scientists time and space to find the alien cache
uninterrupted.
The first part of Operation Babylon was the air assault by
Fallschirm Fuss-Panzer-Grenadier-Division 1 Albert Kesselring. Of course, like in any other attack made from the air,
things never go exactly as planned. Unfortunately, several
units landed scattered right on top of an Allied base. To
make matters worse, the worst Shamal sandstorm ever to
strike the region was on its way. Things got messy.

The Allied base is in a well-watered grove of trees amongst


old ruins. The scattered attackers must regroup and gain
control of the base before the sandstorm hits.

Game Board

Arrange the game boards as shown above.

Attacker

Defender

Additional Terrain

Both players roll for Initiative. Starting with the player that
won the Initiative, each player places one Bridge square on
any Irrigation Canal square, then each player places two
Ammo Crates anywhere on the board.

Deployment

Both players roll for Initiative. Starting with the player that
won the Initiative, the players take turns at placing their
Units in their Deployment Area as shown by the coloured
areas on the map.

Objectives

A Rude SandstormBad Jump I

Defender

The Attacker and Defender have the same objective: destroy


the enemy and survive the pending Sandstorm.

At the end of turn 4, the Shamal sandstorm strikes. Roll


a die for each Unit not in a square adjacent to a Ruined
Wall or Ruined Pillar. On a , the Unit finds shelter and
survives unharmed. On a
or , the Unit is eliminated.

The player that has eliminated the most Army Points from
the enemy force (including those eliminated by the Shamal)
is the winner.

Game Length

The game lasts for 4 turns, at which point the Shamal


strikes, ending the battle.
Attacker:

Defender:

135
135
POINTS
POINTS

Time Limit:

4
TURNS

Sandstorm Risk:

N
NONE

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Scenario 4: Bad Jump II


Defender Enters From Either Long Board Edge

Attacker
Deploys Here

Attacker
Deploys Here

Attacker
Deploys Here

Attacker
Deploys Here

Attacker
Deploys Here

Defender Enters From Either Long Board Edge

There were cases where everything went according to plan:


troops were parachuted at the right time, in the right place,
and able to form up quickly. Then the usual business of the
paratroopers began, a fight to the death surrounded by the
enemy until they receive reinforcements or manage to drive
off the enemy, or are annihilated, of course.
In the initial phase of Operation Babylon, an NDAK
parachute regiment jumped right on the top of two
heavily-armed Allied columns. The Afrikakorps troops had
to fight to not just be obliterated instantly. They hoed that
if they held on just for a little time, another unit would
answer their pleas and come to the rescue.

The attacker has managed to regroup between two canals as


the defending forces arrive. They must take cover and hold
their positions until relieved.

Game Board

Arrange the game boards as shown above.

Additional Terrain

Starting with the Defender, each player places one Bridge


square on any Irrigation Canal square, then each player
places two Ammo Crates anywhere on the board.

Deployment

The Attacker places their Units in their Deployment Area


as shown on the map. The Defender moves their force on
via either long board edge. If the Attackers aircraft are
driven off by a Sandstorm, they return from either short
board edge.

Objectives

The Attacker must have at least one Unit left at the end of
round 3. If they manage to do so, they win the game.
The Defender must eliminate all of the Attackers Units
before the end of round 3 to win the game.

Game Length

The game lasts for 3 turns.

Attacker:

Defender:

100
135
POINTS
POINTS

Time Limit:

3
TURNS

Sandstorm Risk:

M
MEDIUM

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Scenario 5: A Mighty Bad Thirst


Attacker Enters From Either Long Board Edge

Attacker Enters From Either Long Board Edge

Controlling water sources is probably the most important


thing in desert warfare. Denying water to the enemy is as
crucial as supplying your own troops with this precious
substance. Thanks to pre-war Nazi archaeological expeditions and the work of the Blutkreuz Korps agents, NDAK
forces have a pretty good knowledge of the whole region.

The initial invasion had to ensure control of as many oasis


as possible. The maps and notes for these were carefully
studied by the Axis Command during the operations
preparation, and specific plans made to capture them.
When the oases were defended, terrible battles took place.
The Allied forces that occupied these places knew that they
couldnt escape if you cant bring enough water with you,
theres no point in making a run for it in the desert.
The defender s rest at a desert oasis is rudely disturbed by
the arrival of the attackers forces seeking water.

Attacker:

100
POINTS

Defender:

85
POINTS

Game Board

Arrange the game boards as shown above.

Deployment

The Defender places their Units in their Deployment Area


as shown on the map. The Attacker moves their force on
via either long board edge. If the Defenders aircraft are
driven off by a Sandstorm, they return from either short
board edge.

Bad Jump IIA Mighty Bad Thirst

Defender Deploys Here

Objectives

If either player has the only Units in the Defenders


Deployment Area at the end of round 4, they win.

If neither player holds the Defenders Deployment Area,


the player that eliminated the most Army Points of the
opposing force wins.

Game Length

The game lasts for 4 turns.

Time Limit:

4
TURNS

Sandstorm Risk:

H
HIGH

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Attacker Enters Here

Defender Enters Here

Scenario 6: The Search

After countless small or medium engagements between


forces of the NDAK and the Marines, the Blutkreuz finally
found the location of the alien energy reserve. By that time,
Allied command had figured out that something else was
up. Why would the Axis commit so many forces to attack
this region? Despite conducting many diversions, the
NDAK couldnt fool the Allies long enough. Soon reports
kept coming in that many places were attacked simultaneously. The Axis had to look for something special. The
region they were scouring didnt have any special resources.
The oil fields werent there, the mines neither. So whatever
the Axis was looking for, all Allied forces in the country
had to find it first. Or stop the others before they could
achieve their goals.
Both forces arrive at an abandoned archaeological site,
realising that they will have to fight for the ruins if they are
going to be able to explore here. Any one of the old digs
and monuments could be the entrance to the alien underground complex.

Attacker:

Defender:

165
165
POINTS
POINTS

Game Board

Arrange the game boards as shown above.

Deployment

Both players move their forces on via the board edges


shown on the map.

Objectives

If a player that controls more Objectives and Ruined Pillars


than their opponent at the end of any turn from turn 6
onwards, they win the game.
If both control the same number of Objectives and Ruined
Pillars at the end of turn 6, the game continues until one
player or the other wins.

A player controls an Objective by having a Unit (other than


an Aircraft) on that square, providing there are no enemy
Units within two squares. A player controls a Ruined Pillar
by having a Unit (other than an Aircraft) adjacent to that
square, providing there are no enemy Units within two
squares of the Ruined Pillar.

+
6
TURNS

Time Limit:

Sandstorm Risk:

M
MEDIUM

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