Order Dice: 9 Total Points: 649
PLATOON #1
** VERSION 3 ** German Recce Infantry Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Regular 50
Qty Weapons Range Shots Pen Special
1 Platoon Commander
2 Infantry (equipped as modeled)
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
Kradschützen Squad (Version 3 Rulebook page 203) Regular 105
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 5 n/a
Entire squad mounted upon motorcycles Motorbikes
Heer Infantry Squad (Version 3 Rulebook page 202) Regular 105
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
7 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 5 n/a
Inexperienced Squad (Version 3 Rulebook page 206) Inexperienced 71
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
Entire squad is Green Green
Fallschirmjäger Squad (Version 3 Rulebook page 204) Veteran 132
Qty Weapons Range Shots Pen Special
3 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
4 Infantry with Submachine gun 12" 2 n/a Assault
Entire squad is Stubborn Stubborn
ANTITANK
Antitank Team (Version 3 Rulebook page 206) Regular 25
Qty Weapons Range Shots Pen Special
1 Antitank rifle team 48" 1 +2 Team (2 men)
RECCE VEHICLES RULE
Recce Vehicles rule (v3) (Version 3 Rulebook page 189) 30
Qty Weapons Range Shots Pen Special
3 Transport Vehicles with Recce special rule Recce Infantry Platoon
TRANSPORTS
SdKfz 251/1 Hanomag (Version 3 Rulebook page 217) 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" 6 n/a Front arc, Flak
SdKfz 250/1 (Version 3 Rulebook page 217) Regular 55
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 250/1 halftrack Halftrack 5 7+ Opentopped
Tow: Light howitzer; light or medium antitank gun; light antiaircraft gun
Front pintlemounted MMG 36" 6 n/a Front arc, Flak
Civilian Car (Version 3 Rulebook page 280) Inexperienced 14
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Civilian Car Wheeled 3 6+
Front pintlemounted MMG 36" 6 n/a Front arc, Flak
Civilian Car (Version 3 Rulebook page 280) Inexperienced 14
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Civilian Car Wheeled 3 6+
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)
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.
Green
(v3 page 120) Green units are inexperienced and have a morale rating of 8. The first time the unit suffers a casualty, roll a die (after taking any morale checks
caused by the attack). On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down. There is no further effect. On a 2, 3, 4, or 5 the unit fights
on. There is not further effect. On a 6 the unit is immediately uprated to Regular with a morale value of 9 for the rest of the battle.
Motorbikes
(v3 page 120) Moves at 12" at an Advance and 24" at a Run with the same movement rules and restrictions as Wheeled vehicles, except they may make any
number of turns as they move. Cannot enter builders or board transports. Do not benefit from any advantage from going/being Down. Can react by making and
escape move in the same way as recce (at normal move, not double speed). Can dismount as part of any Advance move and fight as infantry, but cannot
remount. Motorcycle riders cannot shoot while moving. Cannot assault and if assaulted can make an escape move as for other recce vehicles. If attacked at
close quarters each man fights as infantry (including sidecar passengers if equipped). Regroup 2D6" rather than D6".
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 Infantry Platoon
The platoon must include enough transport vehicles (either softskin or armoured) to transport all models in the infantry units in the platoon.
All these transports vehicles must have the Recce special rule, or must be given the Recce special rule at +10pts, even if its entry does not normally allow this
option.
The only infantry units that are an exception to this, and which cannot have a transport vehicle, are the units with the Cavalry or Motorcycles special rules.
These units can be included in the platoon without having to give them a transport, but they must be mounted on either horses or motorcycles if they have the
option.
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.
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.
Pick List
Generic Transport Vehicles with Recce special rule 3
German Antitank rifle team 1
German Civilian Car 1
1 Civilian Car Wheeled 3 6+
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)
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.
Green
(v3 page 120) Green units are inexperienced and have a morale rating of 8. The first time the unit suffers a casualty, roll a die (after taking any morale checks
caused by the attack). On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down. There is no further effect. On a 2, 3, 4, or 5 the unit fights
on. There is not further effect. On a 6 the unit is immediately uprated to Regular with a morale value of 9 for the rest of the battle.
Motorbikes
(v3 page 120) Moves at 12" at an Advance and 24" at a Run with the same movement rules and restrictions as Wheeled vehicles, except they may make any
number of turns as they move. Cannot enter builders or board transports. Do not benefit from any advantage from going/being Down. Can react by making and
escape move in the same way as recce (at normal move, not double speed). Can dismount as part of any Advance move and fight as infantry, but cannot
remount. Motorcycle riders cannot shoot while moving. Cannot assault and if assaulted can make an escape move as for other recce vehicles. If attacked at
close quarters each man fights as infantry (including sidecar passengers if equipped). Regroup 2D6" rather than D6".
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 Infantry Platoon
The platoon must include enough transport vehicles (either softskin or armoured) to transport all models in the infantry units in the platoon.
All these transports vehicles must have the Recce special rule, or must be given the Recce special rule at +10pts, even if its entry does not normally allow this
option.
The only infantry units that are an exception to this, and which cannot have a transport vehicle, are the units with the Cavalry or Motorcycles special rules.
These units can be included in the platoon without having to give them a transport, but they must be mounted on either horses or motorcycles if they have the
option.
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.
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.
Pick List
Generic Transport Vehicles with Recce special rule 3
German Antitank rifle team 1
German Civilian Car 1
German Infantry (equipped as modeled) 2
German Infantry with Light Machine gun (requires loader) 3
German Infantry with Rifle 20
German Infantry with Submachine gun 4
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.
Pick List
Generic Transport Vehicles with Recce special rule 3
German Antitank rifle team 1
German Civilian Car 1
German Infantry (equipped as modeled) 2
German Infantry with Light Machine gun (requires loader) 3
German Infantry with Rifle 20
German Infantry with Submachine gun 4
German NCO with Rifle 3
German NCO with Submachine gun 1
German Platoon Commander 1
German SdKfz 250/1 halftrack 1
German SdKfz 251/1 halftrack 1
Platoon Commander Kradschützen Squad
50
POINTS
105
POINTS
Version 3 Rulebook page 202 Version 3 Rulebook page 203
REGULAR REGULAR
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 Platoon Commander 1 NCO with Rifle 24" 1 n/a
2 Infantry (equipped as modeled) 4 Infantry with Rifle 24" 1 n/a
with Pistol 1 Infantry with Light Machine gun (requires loader) 36" 5 n/a
with Rifle Entire squad mounted upon motorcycles Motorbikes
with Submachine gun Assault
with Assault rifle Assault
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
Heer Infantry Squad Inexperienced Squad
105
POINTS
71
POINTS
Version 3 Rulebook page 202 Version 3 Rulebook page 206
REGULAR INEXPERIENCED
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a 1 NCO with Rifle 24" 1 n/a
7 Infantry 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 1 Infantry with Light Machine gun (requires loader) 36" 5 n/a
Entire squad is Green Green
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
Fallschirmjäger Squad Antitank Team
132
POINTS
25
POINTS
Version 3 Rulebook page 204 Version 3 Rulebook page 206
VETERAN REGULAR
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
3 Infantry with Rifle 24" 1 n/a 1 Antitank rifle team 48" 1 +2 Team (2 men)
1 NCO with Submachine gun 12" 2 n/a Assault
4 Infantry with Submachine gun 12" 2 n/a Assault
Entire squad is Stubborn Stubborn
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
SdKfz 251/1 Hanomag SdKfz 250/1
62
POINTS
55
POINTS
Version 3 Rulebook page 217 Version 3 Rulebook page 217
REGULAR REGULAR
DV DV
MOBILITY: Halftrack MOBILITY: Halftrack
TRANSPORT : 12
7+ TRANSPORT : 5
7+
SPECIAL: Opentopped SPECIAL: Opentopped
Tow: Light or medium howitzer; light, medium, or heavy antitank gun; light or heavy anti Tow: Light howitzer; light or medium antitank gun; light antiaircraft gun
aircraft gun
Qty Weapons Range Shots Pen Special Qty Weapons Range Shots Pen Special
1 SdKfz 251/1 halftrack 1 SdKfz 250/1 halftrack
Front pintlemounted MMG 36" 6 n/a Front arc, Flak Front pintlemounted MMG 36" 6 n/a Front arc, Flak
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
** VERSION 3 ** German Recce Infantry Platoon Platoon #1 ** VERSION 3 ** German Recce Infantry Platoon Platoon #1
Civilian Car
14
POINTS
Version 3 Rulebook page 280
INEXPERIENCED
DV
MOBILITY: Wheeled
TRANSPORT : 3
6+
SPECIAL:
Qty Weapons Range Shots Pen Special
1 Civilian Car
** VERSION 3 ** German Recce Infantry Platoon Platoon #1