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