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German Heavy Weapons Platoon Guide

The document outlines a detailed order list for a German military platoon, including various units such as heavy weapons, armored vehicles, and infantry squads. It specifies the types of weapons, their ranges, and special rules applicable to each unit. Additionally, it includes special rules and characteristics for the German army, such as Blitzkrieg and Initiative Training.

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Javier Morales
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0% found this document useful (0 votes)
10 views4 pages

German Heavy Weapons Platoon Guide

The document outlines a detailed order list for a German military platoon, including various units such as heavy weapons, armored vehicles, and infantry squads. It specifies the types of weapons, their ranges, and special rules applicable to each unit. Additionally, it includes special rules and characteristics for the German army, such as Blitzkrieg and Initiative Training.

Uploaded by

Javier Morales
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: 12 Total Points: 1224

PLATOON #1
*Version 3 ­ German ­ Heavy Weapons Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Veteran 39
Qty Weapons Range Shots Pen Special
1 Platoon Commander
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
HEAVY WEAPONS
Mortar Team (Version 3 Rulebook page 206) Regular 70
Qty Weapons Range Shots Pen Special
1 Heavy Mortar team 12"­72" 1 HE Team (4 men), Fixed, Indirect fire, HE (3")
Spotter Spotter
Mortar Team (Version 3 Rulebook page 206) Regular 70
Qty Weapons Range Shots Pen Special
1 Heavy Mortar team 12"­72" 1 HE Team (4 men), Fixed, Indirect fire, HE (3")
Spotter Spotter
MACHINE GUN
Machine Gun Team (Version 3 Rulebook page 206) Regular 50
Qty Weapons Range Shots Pen Special
1 Medium Machine gun team 36" 6 n/a Team (3 men), Fixed
Machine Gun Team (Version 3 Rulebook page 206) Regular 50
Qty Weapons Range Shots Pen Special
1 Medium Machine gun team 36" 6 n/a Team (3 men), Fixed
PLATOON #3
*Version 3 ­ German ­ Armoured Platoon
COMMAND VEHICLE
Panzer VI Tiger I (Version 3 Rulebook page 211) Regular 345
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Tiger I
Tracked ­ 10+
Turret­mounted super­heavy anti­tank gun 84" 1 +7 HE (3")
Co­axial MMG 36" 6 n/a
Forward­facing hull­mounted MMG 36" 6 n/a Front arc
Pintle­mounted MMG 36" 6 n/a Flak, 360 degree arc
VEHICLE
Panzer IV (Version 3 Rulebook page 211) Regular 235
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Panzer IV Ausf G H J
Tracked ­ 9+
Turret­mounted heavy anti­tank gun 72" 1 +6 HE (2")
Hull­mounted MMG 36" 6 n/a Front arc
Co­axial MMG 36" 6 n/a
with Schürzen armour skirts ­ ­ Schürzen
PLATOON #6
*Version 3 ­ German ­ Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Veteran 39
Qty Weapons Range Shots Pen Special
1 Platoon Commander
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
PLATOON #6
*Version 3 ­ German ­ Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Veteran 39
Qty Weapons Range Shots Pen Special
1 Platoon Commander
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
INFANTRY
Fallschirmjäger Squad (Version 3 Rulebook page 204) Veteran 129
Qty Weapons Range Shots Pen Special
1 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
1 men have Panzerfaust in addtion to other weapons 12" 1 +6 One­shot, Shaped Charge
Entire squad is Stubborn Stubborn
Fallschirmjäger Squad (Version 3 Rulebook page 204) Veteran 70
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Entire squad is Stubborn Stubborn
FORWARD OBSERVER
Forward Observer (Air Force) (Version 3 Rulebook page 202) Regular 75
Qty Weapons Range Shots Pen Special
1 Forward Observer (Air Force) Infiltrator
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
SNIPER
Sniper Team (Version 3 Rulebook page 206) Regular 52
Qty Weapons Range Shots Pen Special
1 Sniper Team 36" 1 n/a Team (2 men), Sniper, Infiltrator, (Sniper has a rifle and a pistol, spotter has a pistol)

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)

Fixed
(v3 page 96) When ordered to Fire, fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire
suffering the normal ­1 to hit for 'fire on the move'. When ordered to Run, fixed weapons that are carried and crewed by infantry teams move the normal 12" over open
ground or 6" or rough ground, obstacles, etc. Fixed weapon units can never assualt other units. If assaulted by an enemy, the gun itself is ignored and the crew models
are assaulted as normal. Any artillery piece definded as light or medium can be moved by the crew with a Run orders, as normal for fixed weapons ­ except that those
units can only move 6" rather than 12" with a Run order. Heavy and super­heavy anti­tank guns and heavy howitzers, as well as any lighter gun whose crew is reduced
to a single man, cannot be moved by their crew with a Run order.

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 (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).

HE (3")
(v3 page 97) PEN: +3, PIN: D3 (2D6 if in building) ­ Infantry and artillery can go down to halve the hits taken. 10+ hits on building collapses it and kills all inside.

Indirect fire
(v3 page 101) ­ cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by indirect file receive no cover saves of any kind.
HE (3")
(v3 page 97) PEN: +3, PIN: D3 (2D6 if in building) ­ Infantry and artillery can go down to halve the hits taken. 10+ hits on building collapses it and kills all inside.

Indirect fire
(v3 page 101) ­ cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by indirect file receive no cover saves of any kind.
However, if the target unit is or goes Down when shot at with indirect fire, the number of hits suffered is still halved. When fired against vehicles, hits from indirect fire
weapons always strike the top armour, counting the +1 penetration modifier to damage regardless of the actual position of the firer. If an open­topped armoured vehicle
is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to the die roll on the Armoured Vehicle Damage Results Tables. Cannot fire
indirect fire weapons from Ambush. Indirect fire weapons can fire smoke (page 128).

Infiltrator
(v3 page 120) If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an additional +1 to the roll. In addition, the unit might
benefit from special deployment rules, as detailed in the scenario being played (see page 161).

One­shot
(v3­page 102) This is a disposable weapon that can be fired only once per game. Once fired, replace the model with another model that does not carry the disposable
weapon, armed with either a pistol or rifle. If a unit of infantry includes models armeed with one­shot weapons, then each of these models is allowed to fire its one­shot
weapon against a separate enemy unit. Declare the targets for all weapons that are firing at a different target before proceeding to roll for all of them separately.

Schürzen
(v3 page 210) If a German tank has Schürzen, then anti­tank rifles and shaped charges such as bazookas, PIATs, etc., never get the +1 penetration bonus for hitting the
vehicle in the side.

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.

Spotter
(v3 page 102) Cannot be placed within coherency of the weapon crew. Either the weapon crew or the spotter can be given an order ­ but not both. Spotters can never
assault or fire any weapon against enemy units. Spotter without an order die next to it counts as Down. Cannot spot for inexperienced indirect fire weapon. When
associated weapons unit is destroyed, spotter is removed also. Spotters are always ignored for the purpose of victory conditions. If spotter destroyed, does weapons
team or artillery unit is not affected (other than no spotter). If already ranged in when spotter destroyed, can continue firing at 2+.

Stubborn
(v3 page 122) If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks, and are
therefore modified as normal.

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.

Team (3 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.

Team (4 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


Blitzkrieg
German officers using the 'You men, snap to action!' ability can take one additional order die from the bag and assign it as normal. In other words, a German platoon
commander takes three dice, a company commander takes five!

Initiative Training
If an infantry squad's NCO is killed, roll a D6. On the score of a 1, the NCO is removed as normal. On the roll of a 2 or higher, one of the other troopers takes over
the squad and leads it just as effectively as before. To represent this, leave the NCO in place and remove any other model instead (it is assumed the new 'squad leader'
swaps his weapons with the ones carried by the NCO, if different). If the NCO is successfully replaced the unit does not suffer the usual ­1 morale penalty for losing its
NCO.

Hitler's Buzz Saw


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 the infantry units and
vehicle­mounted ones.

PickList
vehicle­mounted ones.

PickList
German Forward Observer (Air Force) 1
German Heavy Mortar team 2
German Infantry with Assault rifle 4
German Infantry with Rifle 5
German Medium Machine gun team 2
German men have Panzerfaust in addtion to other weapons 1
German NCO with Assault rifle 1
German NCO with Rifle 1
German Panzer IV Ausf G H J 1
German Platoon Commander 2
German Sniper Team 1
German Spotter 2
German Tiger I 1

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