Here is a basic army list, with the command squad, each section and the FT-17/M1917. By removing men to represent casualties you can get a platoon rom the Emhar doughboys box (but a full strength platoon would require two).
What do people think?
Platoon Headquarters squad 90 points
Leader (lieutenant) w/pistol, 1 leader (sergeant) w/Springfield rifle, 4 privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Pistol
Range: 24” Damage: D6
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Command
Special Rules
With me!: The lieutenant may issue a special order which activates all American units with models within 6” of him including the headquarters squad. They must then take the same action. Units that are suppressed may still only take one action.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Springfield Rifle: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Attach to unit: A headquarters squad may begin the game attached to one of the squads within its platoon, counting as a single unit throughout the game. If it beings the game attached, the headquarters squad may not separate from the squad it is attached to doing the game.
Options
Remove up to 2 privates at a saving of –10 points to represent casualties.
Hand bomber Section 140 points
2 leaders (corporals) w/Springfield rifle, 10 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Squad
Special Rules
Grenades: The unit is equipped with grenades and may use the grenade rules on page 25 of the Battlefield Evolution advanced rulebook.
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Options
Remove up to 5 private at a saving of –10 points, and up to 1 corporal at a saving of –20 points.
Rifle Grenadier Section 140 points
2 leaders (corporals) w/Springfield rifle, 1 Private w/Springfield rifle, 6 Privates w/Springfield rifle and gun-grenades
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Gun grenades
Range: 15” Damage: D6-1
Unit Type: Squad
Special Rules
Gun-Grenades: Gun-grenades or ‘tromblons’ are fired from the barrel of the rifle. While they will not travel as far as a bullet, they can decimate infantry in the open and help winkle enemy from cover.
A ready action must be taken before firing gun grenades in order to load the rifles. Rifles may not be fired as rifles after a ready action has been taken until after they have been fired as gun-grenades. This weapon causes a –1 penalty to Armour rolls and will roll extra Damage Dice against every model within 2” of the centre of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction.
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Options
Remove up to 3 private w/gun grenades at a saving of –15 points, and up to 1 corporal at a saving of –20 points.
Rifle Section 200 points
3 leaders (1 sergeant, 2 corporals) w/Springfield rifle, 14 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Squad
Special Rules
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Options
Remove up to 7 privates at a saving of –10 points, and up to 1 corporal at a saving of –20 points.
Automatic Rifle Section 220 points
3 leaders (1 sergeant, 2 corporals) w/Springfield rifle, 4 Privates w/LMG, 8 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Lewis Gun
Range: 24” Damage: D6
M1918 Browning Automatic Rifle
Range: 24” Damage: 2xD6
Chauchat Light Machine Gun
Range: 24” Damage: 2xD6
Unit Type: Squad
Special Rules
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Lewis Gun: While the Lewis gun can be fired on the move to take full advantage of its rate of fire it must be set up on a tripod. This takes a ready action to set up, and in subsequent fire actions the Lewis gun rolls 3xD6. This bonus is lost if the unit moves. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.
The Lewis gun is vulnerable to jams, and if two of the fire dice roll a 1 the weapon is jammed and may not fire until a ready action has been taken to clear the jam.
Chauchat LMG: This weapon is very vulnerable to jams. If a 1 is rolled on any of the fire dice the weapon has jammed, and may not be fired until a ready action has been taken to clear the jam
M1918 BAR: Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Options
The unit begins with Chauchat LMGs. These may be replaced with M1918 Bars or Lewis guns at a cost of +10 points per model.
Remove up to 2 privates w/LMG at a saving of –20 points, up to 4 privates w/Springfield at a saving of –10 points and up to 1 corporal at a saving of –20 points.
FT-17 Light Tank 90 points
FT-17 Light Tank w/7.62mm machine gun
The FT-17 set some of the key features of the modern tank, with a 360 degree rotating turret not previously seen. Some were purchased by the American army and 950 built as the Six Ton Tank Model 1917 (374 as gun tanks and 50 as radio tanks, the rest as MG tanks).
Size Move Close Combat Target Armour Kill
4 4” 2xD10 7+ 5+ 8+
7.62mm Machine Gun
Range: 20” Damage: 4xD6
37mm Gun
Range: 20” Damage: D6+2
Unit Type: Armour
Special Rules
Tough: The FT-17 Light tank will ignore the first failed Armour roll. An attack that rolls its Kill score will destroy it as normal.
Armoured: The FT-17 Light tank will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 6+ to the Side or Rear facings. The FT-17 Light tank may never make any reactions except to Shoot with its 7.62mm Machine Gun.
7.62mm Machine Gun: The 7.62mm machine gun has a 360 degree arc of fire. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.
37mm Gun: If a model is hit by the 37mm gun models within 1 inch of that model will suffer a damage roll of D6. The 37mm gun has a 360-degree arc of fire. The 37mm gun may only fire once per turn.
Options
Replace 7.62mm machine gun with 37mm gun for +10 points.
What do people think?
Platoon Headquarters squad 90 points
Leader (lieutenant) w/pistol, 1 leader (sergeant) w/Springfield rifle, 4 privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Pistol
Range: 24” Damage: D6
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Command
Special Rules
With me!: The lieutenant may issue a special order which activates all American units with models within 6” of him including the headquarters squad. They must then take the same action. Units that are suppressed may still only take one action.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Springfield Rifle: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Attach to unit: A headquarters squad may begin the game attached to one of the squads within its platoon, counting as a single unit throughout the game. If it beings the game attached, the headquarters squad may not separate from the squad it is attached to doing the game.
Options
Remove up to 2 privates at a saving of –10 points to represent casualties.
Hand bomber Section 140 points
2 leaders (corporals) w/Springfield rifle, 10 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Squad
Special Rules
Grenades: The unit is equipped with grenades and may use the grenade rules on page 25 of the Battlefield Evolution advanced rulebook.
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Options
Remove up to 5 private at a saving of –10 points, and up to 1 corporal at a saving of –20 points.
Rifle Grenadier Section 140 points
2 leaders (corporals) w/Springfield rifle, 1 Private w/Springfield rifle, 6 Privates w/Springfield rifle and gun-grenades
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Gun grenades
Range: 15” Damage: D6-1
Unit Type: Squad
Special Rules
Gun-Grenades: Gun-grenades or ‘tromblons’ are fired from the barrel of the rifle. While they will not travel as far as a bullet, they can decimate infantry in the open and help winkle enemy from cover.
A ready action must be taken before firing gun grenades in order to load the rifles. Rifles may not be fired as rifles after a ready action has been taken until after they have been fired as gun-grenades. This weapon causes a –1 penalty to Armour rolls and will roll extra Damage Dice against every model within 2” of the centre of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction.
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Options
Remove up to 3 private w/gun grenades at a saving of –15 points, and up to 1 corporal at a saving of –20 points.
Rifle Section 200 points
3 leaders (1 sergeant, 2 corporals) w/Springfield rifle, 14 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Unit Type: Squad
Special Rules
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Options
Remove up to 7 privates at a saving of –10 points, and up to 1 corporal at a saving of –20 points.
Automatic Rifle Section 220 points
3 leaders (1 sergeant, 2 corporals) w/Springfield rifle, 4 Privates w/LMG, 8 Privates w/Springfield rifle
Size Move Close Combat Target Armour Kill
1 5” D6 4+ - 6+
Springfield Rifle
Range: 20” Damage: D6
Lewis Gun
Range: 24” Damage: D6
M1918 Browning Automatic Rifle
Range: 24” Damage: 2xD6
Chauchat Light Machine Gun
Range: 24” Damage: 2xD6
Unit Type: Squad
Special Rules
Springfield: This bolt-action rifle does not count for suppression on a roll of 1 or 2 instead of 1 as standard.
Lewis Gun: While the Lewis gun can be fired on the move to take full advantage of its rate of fire it must be set up on a tripod. This takes a ready action to set up, and in subsequent fire actions the Lewis gun rolls 3xD6. This bonus is lost if the unit moves. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.
The Lewis gun is vulnerable to jams, and if two of the fire dice roll a 1 the weapon is jammed and may not fire until a ready action has been taken to clear the jam.
Chauchat LMG: This weapon is very vulnerable to jams. If a 1 is rolled on any of the fire dice the weapon has jammed, and may not be fired until a ready action has been taken to clear the jam
M1918 BAR: Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.
Sergeant: When calculating suppression, discard one dice if the sergeant is still alive.
Options
The unit begins with Chauchat LMGs. These may be replaced with M1918 Bars or Lewis guns at a cost of +10 points per model.
Remove up to 2 privates w/LMG at a saving of –20 points, up to 4 privates w/Springfield at a saving of –10 points and up to 1 corporal at a saving of –20 points.
FT-17 Light Tank 90 points
FT-17 Light Tank w/7.62mm machine gun
The FT-17 set some of the key features of the modern tank, with a 360 degree rotating turret not previously seen. Some were purchased by the American army and 950 built as the Six Ton Tank Model 1917 (374 as gun tanks and 50 as radio tanks, the rest as MG tanks).
Size Move Close Combat Target Armour Kill
4 4” 2xD10 7+ 5+ 8+
7.62mm Machine Gun
Range: 20” Damage: 4xD6
37mm Gun
Range: 20” Damage: D6+2
Unit Type: Armour
Special Rules
Tough: The FT-17 Light tank will ignore the first failed Armour roll. An attack that rolls its Kill score will destroy it as normal.
Armoured: The FT-17 Light tank will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 6+ to the Side or Rear facings. The FT-17 Light tank may never make any reactions except to Shoot with its 7.62mm Machine Gun.
7.62mm Machine Gun: The 7.62mm machine gun has a 360 degree arc of fire. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.
37mm Gun: If a model is hit by the 37mm gun models within 1 inch of that model will suffer a damage roll of D6. The 37mm gun has a 360-degree arc of fire. The 37mm gun may only fire once per turn.
Options
Replace 7.62mm machine gun with 37mm gun for +10 points.