For Mother Russia – The Kommissar said so

Во имя Родины

By Tom Gall

In the last article we took a deep dive into the many options for Soviet armor from the new Barbarossa book soon to be released by Battlefront. Today we’re going to dive into the infantry, and support options that are critical to victory on the tabletop.

Formations

Soviet Formations and support options
More formations

There are three infantry formation available for you to include in your army. This perhaps pales in comparison to the six different armor formations, yet just like the armor formations, each battalion and regiment is a lot of models to put onto the table. In Soviet Russia, we go big!

Soviet Infantry

Rifle Company

The Rifle company is the backbone of the Soviet army. Soviet Russia fielded about 400 standard rifle divisions during WWII. With a Kommissar, the 3+ motivation is a key attribute of the unit, that is otherwise green skill (yet 4+ in assaults) and hit on 3+. The 4+ save is also notable, but within a Rifle Company, you can add in no less than two HMG teams, a PTRD anti-tank rife, a 50mm mortar, and one flame thrower. Consider the largest company is 31 rifle teams plus a Kommissar while the smallest is 11 Rifle teams plus a Kommissar. These will cover a significant portion of the table which will allow you defense in depth. You’ll lose teams but you’ve plenty to spare.

SMG Company

The SMG Company is similar, yet loses the 16″ range of Rifle teams for a 4″ SMG range. While it’s limited, you gain a 3+ assault. With the largest company having 22 SMG teams plus a Komissar, that is a fair amount to either defend or charge across the table to take an objective.

Motor Rifle Company

The Motor Rifle company is fairly similar to the Rifle Company. The stats are exactly the same and while you lose access to some of the extras, it is otherwise a bit cheaper Rifle company ranging in size from 28 Rifle teams and 1 Komissar down a 10 Rifle team plus 1 Komissar. As the point cost is lower, for those on a strict point budget it is likely  you’ll go back and forth between considering a Rifle or Motor Rifle Company.

Hi-ho Silver!

The cavalry brings a blend between infantry and better cross country dash speeds. When you really need to get somewhere fast, the Cavalry Squadron is something to look at. You’re able to dismount and become normal infantry teams. Even then when they are mounted they are still a 3+ save, hit on 3+ and 3+ motivation with a Komissar. Additionally they can add in a Tachanka which we’ll look at next. With a 4+ assault, and a 2/1 RoF, between all the infantry options for the Soviets, this is the one I’ll generally look to first.

Consider 14 points for 17 Rifle/MG teams plus a Komissar, that is compelling. Have your credit card ready to pre-order from Battlefront?  I’d recommend giving it some serious thought!

o o the Well Fargo Wagon is a comin’

What is a Tachanka you ask? It’s a wagon with a Maxim machine gun. The unit can have as many as 8 teams when it’s a stand alone company, but a Cavalry Squadron can add as many as 4. The downsize is a save of 5+ so they might not last long without a fair amount of luck. Still, they are cheap at just under a point a team, and with a RoF of 6, that’s 32 dice of fire when stationary.

Maxims

If a Tachanka is a little too brittle, the Machine Gun platoon is something to consider, since you can have as many as 12 teams. With a 24″ range that is a large threat range for any incoming infantry when defending. An auto include in my book especially if defend is going to be your stance.

Let’s start to look into AA options which can also have a role going after infantry.

Quad Maxim Truck – AA Option #1

The Quad Maxim Truck company is first to consider. It is a 5+ save, however for 5 trucks at just barely a 1/2 point each, that’s a bargain with the downside as a glass cannon it will melt under fire.  With an 8″ tactical, it’s not going to move faster than infantry.

Dshk Truck – AA Option #2

The DShK truck while similar to the Maxim, it has a better firepower that is akin to a .50 cal with AT4. Unfortunately the reckless hit on 2+ plus a 5+ save is not a great combination. This might be a better unit behind the lines to go after airplanes presuming your opponent has air. Will it be a priority target as compared to other things? The answer to that question will probably help you decide if you want to field them.

37mm AA – Option #3

The 37mm AA Company is the next unit to consider. It’s able to be dug in and has a 4+ save. As a result it works better in a dual role to engage enemy ground units as well as keeping an eye out for enemy air. With an AT of six that makes it useful against a fair amount of early war armor. You can have as many as four at about 2/3rds of a point each.

85mm AA – Option #4

You want some boom boom in your AA? The 85mm AA gun is probably for you with its AT12 rating. It’s the Soviet 88 in my book. You can field as many as four of them but at about three pts a piece, with hit on 3+ and a 4+ save, does that make it worth your while?  I would give these and the 37mm AA guns serious consideration.

BA-10

The BA-10 armored car company while hit on 2+ has a very capable 45mm gun with AT7.  With a better firepower than the French Panhard, for a Soviet spearhead unit that can threaten armor and infantry, it’s a good choice. In v3 you could field a formation of these and it made for a fun game. The cross of six is a consideration, hit on 2+ units need to make effective use of terrain for cover. A 6 cross is a pretty big keep out sign from woods.

Anti-tank

Zis-30

The Zis-30 while it looks like someone bolted on an oversized Easter Island head on a really small body, brings a very capable AT 11 gun but with a 4+ firepower. Fearless and hit on 3+, with a remount of 5+, along with a company size as large as six make it interesting. It is armored but with yet another instance of a six cross check.  At three points a piece this might be a bit too expensive give the limitations.

45mm ATG

Starting to look at anti-tank gun options, the oft seen 45mm AT7 gun is of course there. Always a good choice in early war as that AT7 is effect against many an early war tank. At two points a gun, it’s good value with the company size ranging from two to six.

57mm ATG

The 57mm anti-tank gun is the next step up, with AT11 and still a 3+ save and 3+ cross. The 28″ range is very respectable. It’s NO HE akin to the British 6 lber yet not available in a company size of more than four teams. At three points a gun it’s consistently pointed like other AT10+ Soviet options. Given its 3+ save I find this particular ATG rises above the others.

76mm ATG

The 76mm ATG is almost the same as the 57mm ATG but with some very important differences. First it has a 3+ FP, which for an ATG, it’s all about knocking out tanks, that extra one in six chance matters. It’s also missing the NO HE key word which gives you some effectiveness against infantry. You lose a little mobility 4″ down to 2″ tactical and go to a 4+ save so the unit will be in a bit more jeopardy should to come under heavy fire. It’s also three points per team.

Artillery

SU-12

The SU-12 SP company comes in sizes of three or six, and while it’s a truck save, it’s a 4+ instead of what seems to be the usual 5+. It’s still green skill and starting to range in based on a 5+ excluding factors like terrain effectively means this unit might be sitting around instead of getting work done for you.

Soviet artillery is almost universally green skill which hampers effectiveness and calls into question if you should even field any. With the lack of smoke, I often wonder the point of including any Soviet artillery. At least there are missions you’re able to pre-ranged in but not always. There is one exception for early war Soviet artillery we should look at.

Katyusha

The iconic rocket truck, the Katyusha Guards Rocket Battery with its skill of 4+ is the one bright spot for Soviet artillery. It’s still mounted on a truck with its 5+ save,  you have to take very good care of the unit else it will disappear. It least it’s hit on 3+ and brings with it a salvo template for a larger destructive area. At about 1.5 points per team that makes for good value.

I-153

Last but not least is the Chaika Assault company flying the I-153 biplane. At five points, it’s a very cheap air option that if you’re trying to use the artillery template will likely disappoint you most games given the 5+ skill and only 2AT. The machine guns however can be useful to go after soft targets behind the lines or out of site for whatever reason.

The Shturmovik is also an air option for the Soviets. It has AT6 but a lower RoF, but I’d suggest between the two the Shturmovik is likely more useful since in early war an AT6 of effective against most vehicles.

Put your boots on comrade

The Soviets in Barbarossa are an exciting addition to early war. They bring a huge set of options and many unique units to consider. Just for the Soviets alone, the modeling, manufacturing and effort involved to get these into our greedy little palms in the months ahead should be acknowledged. These things don’t make nor ship themselves. Thank you Battlefront!

I’m particularly excited to explore either a BT-7 or T-26 battalions. Massive amounts of tanks while perhaps easy to bail out should still be great fun to play.

Infantry wise, the cavalry regiment seems really interesting and full of promise however the other Rifle and SMG companies offer large number of teams that I think justify the 4+ save.

As extra add ons the Kht-130 flame tank, 85 mm and 37mm AA guns, Katyusha look to be good building blocks. Are they auto includes? Time will tell! Next units like the BA-10, T-28s, or maybe a KV make for extra spice to give your force useful capabilities. BA-10s for spearhead and yet another company that can go after armor or infantry. T-28s or a KV as a tough assaulting unit to go after the objective.

I’ll have a future article or two about specific army builds with an experience report about how well they did. With Bane of War and ETC 2027 being early war events, there should be lots of good data ahead.

до свидания!

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