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Mecanizada

The document outlines a military order for a German army force, detailing various platoons including infantry, anti-tank teams, and armored vehicles. It specifies the composition, weapons, and special rules for each unit, as well as the total points for the order. Additionally, it includes special rules applicable to the German army, such as 'Hitler's Buzz Saw' and 'Blitzkrieg'.

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0% found this document useful (0 votes)
3 views4 pages

Mecanizada

The document outlines a military order for a German army force, detailing various platoons including infantry, anti-tank teams, and armored vehicles. It specifies the composition, weapons, and special rules for each unit, as well as the total points for the order. Additionally, it includes special rules applicable to the German army, such as 'Hitler's Buzz Saw' and 'Blitzkrieg'.

Uploaded by

kubrikchenkov40
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Order Dice: 15 Total Points: 1250

PLATOON #1
** v3 Armies of Germany ­ Rifle Platoon ** (All)
PLATOON COMMANDER
Platoon Commander (Armies of Germany (v3) page 26) Regular 30
Qty Weapons Range Shots Pen Special
1 Officer with Rifle 24" 1 n/a
INFANTRY
Panzergrenadier Squad (Armies of Germany (v3) page 31) Regular 118
Qty Weapons Range Shots Pen Special
3 Infantry with Rifle 24" 1 n/a
1 NCO with Assault rifle 18" 2 n/a Assault
4 Infantry with Assault rifle 18" 2 n/a Assault
Mechanised infantry Mechanised infantry
Heer Grenadier Squad (Armies of Germany (v3) page 29) Regular 95
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
6 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 5 n/a Hitlers Buzz Saw
Heer Grenadier Squad (Armies of Germany (v3) page 29) Regular 95
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
6 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 5 n/a Hitlers Buzz Saw
Heer Grenadier Squad (Armies of Germany (v3) page 29) Regular 95
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
6 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 5 n/a Hitlers Buzz Saw
SNIPER
Sniper Team (Armies of Germany (v3) page 47) Regular 52
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper, (Pistols and rifles)
ANTI­TANK
Panzerschreck Anti­tank Team (Armies of Germany (v3) page 47) Regular 80
Qty Weapons Range Shots Pen Special
1 Panzerschreck team 24" 1 +6 Team (2 men), Shaped Charge
TRANSPORTS
[Link] 251/1 Half­track 'Hanomag' (Armies of Germany (v3) page 86) Regular 62
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 251/1 half­track
Half­track 12 7+ Open­topped
Tow: Light or medium howitzer; light, medium, or heavy anti­tank gun; light or heavy anti­aircraft gun
Front pintle­mounted MMG 36" 4 n/a Front arc, Flak, (7 shots at airplanes), Hitlers Buzz Saw
PLATOON #2
*v3 Armies of Germany ­ Armoured Platoon (All)
COMMAND VEHICLE
[Link] 234/2 Puma Heavy Armoured Car (Armies of Germany (v3) page 83) Regular 155
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 234/2 Puma Heavy Armoured Car
Wheeled ­ 8+ Recce (Dual direction steering)
Turret­mounted medium anti­tank gun 60" 1 +5 HE (1")
Co­axial MMG 36" 4 n/a Hitlers Buzz Saw
CMD VEHICLE OPTIONS
PLATOON #2
*v3 Armies of Germany ­ Armoured Platoon (All)
COMMAND VEHICLE
[Link] 234/2 Puma Heavy Armoured Car (Armies of Germany (v3) page 83) Regular 155
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 234/2 Puma Heavy Armoured Car
Wheeled ­ 8+ Recce (Dual direction steering)
Turret­mounted medium anti­tank gun 60" 1 +5 HE (1")
Co­axial MMG 36" 4 n/a Hitlers Buzz Saw
CMD VEHICLE OPTIONS
Command Vehicle rule (v3) (Version 3 Rulebook page 188) 10
Command Vehicle special rule
VEHICLE
Marder III (Armies of Germany (v3) page 68) Regular 145
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Marder III Ausf H
Tracked ­ 7+ Open­topped
Forward facing heavy anti­tank gun 72" 1 +6 Front arc, HE (2")
Forward facing MMG 36" 4 n/a Front arc, Hitlers Buzz Saw
[Link] 251/9 Stummel (Armies of Germany (v3) page 74) Regular 93
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 251/9 Stummel
Half­track 8 7+ Open­topped
Tow: Light or medium howitzers; light, medium or heavy anti­tank gun; light or heavy anti­aircraft guns
Front facing light howitzer 48"(30­60") 1 HE Front arc, Howitzer, HE (2")
[Link] 222 (Armies of Germany (v3) page 80) Regular 90
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 222 Light Armoured Car
Wheeled ­ 7+ Recce, Flak, Open­topped
Turret­mounted light autocannon 48" 2 +2 HE (1")
Co­axial MMG 36" 4 n/a Hitlers Buzz Saw
PLATOON #3
** v3 Armies of Germany ­ Rifle Platoon ** (All)
PLATOON COMMANDER
Platoon Commander (Armies of Germany (v3) page 26) Regular 30
Qty Weapons Range Shots Pen Special
1 Officer with Rifle 24" 1 n/a
INFANTRY
Heer Grenadier Squad (Armies of Germany (v3) page 29) Regular 50
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Heer Grenadier Squad (Armies of Germany (v3) page 29) Regular 50
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a

Unit Special Rules


Assault
(v3 page 96) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an assault weapon count as having the Tough
Fighters special rule (Tough Fighters: When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can re­roll the failed
rolls to damage)

Command Vehicle
(v3 page 149) Adds a morale bonus of +1 to itself and to any other friendly vehicle within 12" (not cumulative with morale bonus, and other command vehicles). In
addition, when it activates, it can use one 'You men, snap to action!' extra dice on any one friendly vehicle within 12", except for other command vehicles. Command
vehicles count as platoon commanders for the purpose of receiving orders from other officers.
Command Vehicle
(v3 page 149) Adds a morale bonus of +1 to itself and to any other friendly vehicle within 12" (not cumulative with morale bonus, and other command vehicles). In
addition, when it activates, it can use one 'You men, snap to action!' extra dice on any one friendly vehicle within 12", except for other command vehicles. Command
vehicles count as platoon commanders for the purpose of receiving orders from other officers.

Flak
(v3 page 117) All enemy with the Flak special rule automatically fire at the attacking aircraft if the token model lies within their range and firing arc, regardless of whether
they have already taken an action or not that turn. Flak fire does not require an action and takes place outside of the normal turn sequence. Firing a pintle­mounted
machine gun flak weapon against an attacking aircraft does not make the vehicle count as open­topped for the turn. Any flak units in Ambush retain their Ambush status
if they shoot at an aircraft. Hidden lose their hidden status. Friendly units must test to hold their fire (Inexperienced 4+, Regular 3+, Veteran 2+) ­ in case of Rookie pilot
all flak units open fire automatically. Measure range ­ Line of Site ignored. Flak weapons not pinned hit on 5+, pinner hit on 6 ­ ignore all other modifiers. If HE hits,
multiply as for inside a building. If 3 or more hits, shot down.

HE (1")
(v3 page 97) PEN: +1, PIN: D2 (D3 if in building) ­ Infantry and artillery can go down to halve the hits taken (rounded up).

HE (2")
(v3 page 97) PEN: +2, PIN: D2 (D6 if in building) ­ Infantry and artillery can go down to halve the hits taken (rounded up).

Hitlers Buzz Saw


(v3 page 22 AoG) German light and medium machine guns fire one extra shot. Note that this applies to all light and medium machine guns, both those carried by infantry
units and vehicle­mounted ones. For vehicles, shohalve the number of shots then add 1. (Already applied to ROF value).

Howitzer
(v3 page 100) Can either shoot directly at a target drawing its line of fire 'over open sights' in the normal way, or it can shoot indirect fire. When using indirect fire, a
howitzer has a minimum range; when firing over open sights it has no minimum range.

Mechanised infantry
(v3 page 31 AoG) Unit can re­roll any failed order test that is required to mount or dismount a transport vehicle. In addition, if their transport vehicle is destroyed, the
unit suffers D3 hits rather than D6 hits.

Open­topped
(v3 page 149) Pinned by hits from small arms in the same way as soft­skins and infantry. If assaulted by infantry, open­topped armoured vehicles are destroyed
automatically if the vehicle is damaged, in the same way as for soft­skins. If hit against top armour then add an additional +1 to the damage result roll. Note that all hits
upon the upper surface of armoured vehicles count +1 penetration regardless of whether the target is open or not ­ so open­topped armoured vehicles suffer a double
penalty: +1 penetration and +1 damage result

Recce (Dual direction steering)


(v3 page 150)

Recce
(v3 page 150)

Shaped Charge
(v3 page 103) Never suffer the ­1 penetration modifier for firing at long range, nor the +1 Pen for point­blank range.

Sniper
(v3 page 122) If team includes a second man, the sniper rifles has the Team Weapon special rule. This means that, if the leader is killed, the second man can fire the
sniper rifles, with the usual ­1 penalty to hit (as well as the ­1 penalty to Morale due to the loss of the leader). Unlike other units with the Team Weapon special rule, all
members of a sniper team can fire any weapon they are carrying in any turn when the sniper is not using his scope, and in an assault they can use beneficial rules, like
those from submachine guns, tough fighters, etc. When a sniper shoots using a Fire or Ambush order, the player can decide if the sniper uses the rifle's scope, in which
case the following apply: The rifle range changes to 36". However, if the target is then found to be within 12", the shot misses automatically. The shot benefits from an
additional +1 modifier to hit. Any hits go straight to damage, no cover saves allowed, and benefit from a +1 modifier on damage rolls against infantry and artillery units.
If the sniper successfully rolls to hit and damage, the firing player can pick the squad leader in the target unit as a casualty. This includes NCOs, leaders of weapon
teams and artillery units, officers, medics, observers, and so on.

Team (2 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve a team weapon,
then the weapon suffers a ­1 'to hit' penalty. For squad­based team weapons, loader must remain within 1" or weapon suffers the ­1 to­hit penalty.

German Army Special Rules


Hitler's Buzz Saw
German light and medium machine guns fire 1 extra shot. Note that this applies to all light and medium machine guns, both those carried by the infantry units and vehicle­
mounted ones (for vehicle­mounted ones, first halve the number of shots they roll, then add +1 to the halved number).

Blitzkrieg
Regular and Veteran German officers may take 1 additional order dice from the bag when making a "You men, snap to action!".

Initiative Training
Regular and Veteran German units are not affected by the ­1 morale penalty for losing the squad/team leader.

Panzer Ace
A single Veteran vehicle in your Force (among those that have this option in their vehicle entry) may be designated a Panzer Ace. When using its main gun it receives an
additional +1 Pen modifier on the roll to damage all enemy vehicles, as well as an additional +1 modifier when rolling on the damage table. This does not apply to co­
axial weapons.
Panzer Ace
A single Veteran vehicle in your Force (among those that have this option in their vehicle entry) may be designated a Panzer Ace. When using its main gun it receives an
additional +1 Pen modifier on the roll to damage all enemy vehicles, as well as an additional +1 modifier when rolling on the damage table. This does not apply to co­
axial weapons.

PickList
German Infantry with Assault rifle 4
German Infantry with Light Machine gun (requires loader) 3
German Infantry with Rifle 29
German Marder III Ausf H 1
German NCO with Assault rifle 1
German NCO with Rifle 5
German Officer with Rifle 2
German Panzerschreck team 1
German SdKfz 222 Light Armoured Car 1
German SdKfz 234/2 Puma Heavy Armoured Car 1
German SdKfz 251/1 half­track 1
German SdKfz 251/9 Stummel 1
German Sniper team 1

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