Israeli List

100
Israeli

Points

100

Menu

Print View

Period

Fate of a Nation period icon

Points

100

Status

Validation

Formations

Add and manage active formation instances for this Army List.

Sherman Tank Company icon

Formation

Sherman Tank Company 1 of 1

Group valid PTS: 63
Slot icon

Option valid PTS: 4
Unit
Slot icon

Option valid PTS: 16
Unit
Slot icon

Option valid PTS: 16
Unit
Slot icon

Option valid PTS: 12
Unit
Slot icon

Option valid PTS: 9
Unit
Unit
Unit
Unit
Slot icon

Option valid PTS: 6
Unit

Divisional Support

Group invalid PTS: 0
Slot icon

Option invalid PTS: 0
Unit
Unit
Unit
Unit
Slot icon

Option invalid PTS: 0
Unit
Unit
Unit
Unit
Slot icon

Option invalid PTS: 0
Unit
Unit
Slot icon

Option invalid PTS: 0
Unit
Slot icon

Option invalid PTS: 0
Unit
Unit
Unit
Slot icon

Option invalid PTS: 0
Unit
Slot icon

Option invalid PTS: 0
Unit
Unit
Unit
Unit
Unit
Unit

Formation Support

Group valid PTS: 37
Slot icon

Sho't Tank Company

Option valid PTS: 27
Unit
Slot icon

Magach Tank Company

Option invalid PTS: 0
Unit
Slot icon

Magach 6 Tank Company

Option invalid PTS: 0
Unit
Slot icon

Tiran 5 Tank Company

Option invalid PTS: 0
Unit
Slot icon

AMX Tank Company

Option valid PTS: 6
Unit
Slot icon

M3 Mech Infantry Company

Option invalid PTS: 0
Unit
Unit
Slot icon

M113 Mech Infantry Company

Option invalid PTS: 0
Unit
Unit
Slot icon

Sayur Company

Option invalid PTS: 0
Unit
Slot icon

Sayur Company

Option valid PTS: 4
Unit
Slot icon

Paratrooper Company

Option invalid PTS: 0
Unit
Unit
Unit
Unit

Tank Attachment

AA MG

64

AA MG weapons can Shoot at Aircraft with a ROF of 1.

HEAT

64

A target Team's Armour rating is not increased for being more than 16"/40cm away when hit by a HEAT weapon. HEAT weapons are affected by Bar Armour and Bazooka Skirts.

Brutal

64

Infantry, Gun, and Unarmoured Tank Teams, including when Passengers, re-roll successful Saves against Brutal weapons.

Dedicated AA

64

Dedicated AA weapons can Shoot at Aircraft using their Halted ROF.

Pinned ROF

64

These weapons have a ROF of 1 when Pinned Down.

Guided

64

Guided weapons do not suffer the usual +1 To Hit penalty when the target is more than 16"/40cm away. They cannot hit Infantry Teams unless the Infantry are stationary and in Bulletproof Cover. Teams firing Guided weapons cannot be Concealed if they Shot in the previous Shooting Step.

Forward Firing

64

Forward-firing weapons can only target Teams fully in front of the shooting Team. They can only fire an Artillery Bombardment if the Aiming Point is fully in front of the shooting Team.

Anti-helicopter

64

Anti-Helicopter weapons can shoot at Helicopters.

Bomb

64

An Aircraft Unit using Bombs suffers no penalty for having only one or two weapons firing; targets roll Saves as if hit by three or four weapons. Only Aircraft Teams from the Unit can Spot for an Artillery Bombardment using Bombs.

Accurate

64

Accurate weapons do not suffer the usual +1 To Hit penalty if the targeted Team is more than 16"/40cm away and the Shooting Team did not Move.

Overhead Fire

64

Grenade launchers and light mortars capable of Overhead Fire can fire over friendly Teams.

Napalm Bomb

64

Infantry, Gun, and Unarmoured Tank Teams re-roll successful Saves if hit by an Aircraft Unit firing an Artillery Bombardment using Napalm Bombs. Armoured Tank Teams use Top armour for Saves against Napalm Bombs.

One Shot

64

One Shot weapons can only fire once per game.

Infra-red (IR)

65

A Unit with Infra-red rolls two dice on the Night Visibility Table and chooses the highest score.

Slow Firing

65

Slow Firing weapons add +1 to the score needed To Hit when moving.

Bazooka Skirts

65

Teams with Bazooka Skirts have a Side armour rating of 10 against HEAT weapons.

Heavy Weapon

65

A Heavy Weapon Team cannot Charge into Contact, but may be an Assaulting Team if it is already in Contact with an enemy Team.

Amphibious

65

Amphibious Teams treat Impassable Water as Difficult Terrain.

Recoilless

65

A Team firing a Recoilless weapon cannot be Concealed if it Shot in its previous Shooting Step.

Gun Shield

65

A Gun Team with a Gun Shield is in Bulletproof Cover when Shot at from in front of its base. The shield gives no protection against Artillery Bombardments or if the Team moved at Dash speed.

Smoke

65

Smoke weapons can Shoot Smoke ammunition.

Smoke Bombardment

65

Smoke Bombardment weapons can fire a Smoke Bombardment once per game.

Large Gun

65

Large Guns cannot be placed in buildings and cannot be placed from Ambush within 16"/40cm of enemy Teams.

Passengers

66

A Transport Team can carry Infantry Teams as Passengers. The number indicates how many Teams can be carried.

Unit Transport

66

The Unit Leader of a Transport Attachment with the Unit Transport rule must end the Movement Step within 6"/15cm of the Unit Leader of its Passenger Unit while on table.

Searchlight

66

A Unit with a Searchlight rolls two dice on the Night Visibility Table and chooses the highest score. Teams targeting this Unit do not have their Line of Sight limited by their Night Vision roll.

Unarmoured

66

An Unarmoured Tank Team cannot Charge into Contact and must Break Off if Assaulted.

Assault

67

Teams with the Assault # special rule use this number for To Hit rolls in Assaults instead of the normal number shown on the card.

HQ Transport

67

A Formation HQ Transport Team remains part of the HQ Unit.

Spearhead

67

When a Spearhead Unit is placed during Deployment, the player may immediately move its Teams at Tactical or Dash speed, without Movement Orders. The move cannot take a Team within 16"/40cm of an unconcealed enemy, within 8"/20cm of any enemy, or within 16"/40cm of the enemy Deployment Area or an Objective outside its own Deployment Area. The area within 8"/20cm of an In Command Spearhead Team can then extend the player's Deployment Area, subject to the same restrictions.

Scout

67

Scouts are Gone to Ground unless they Shoot or Assault. If Concealed, the enemy suffers an additional +1 penalty To Hit them.

Observer

67

An Observer Team can Spot for any friendly Artillery Unit.

Independent

67

An Independent Team can use the Mistaken Target rule to reassign hits to nearby Units, but cannot Charge into Contact, be held in Reserve, or take an Objective.

Fast Jet

67

Fast Jet Aircraft increase their Is Hit On number by +1 when shot at by weapons without the Radar or Guided AA rule.

Strike Aircraft

67

At the start of each turn, roll a die. On 4+, the Strike Aircraft Unit arrives and is placed anywhere on table in the Movement Step. If held in Reserve, do not roll until it arrives from Reserve. It Shoots normally after Anti-aircraft fire, then is removed at the end of the turn. Casualties carry over when the Unit returns.

Observer Transport

67

An Observer Transport Team remains part of the Observer Unit.

Status