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German Rifle and Armoured Platoon Guide

The document outlines a detailed composition of three German platoons for a tabletop wargame, including various units such as infantry squads, a medic, and vehicles with specific weaponry and special rules. Each unit is categorized by type, veteran status, and equipped with different weapons, detailing their range, shots, and special abilities. Additionally, it includes special rules and characteristics specific to the German army, enhancing gameplay mechanics.

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0% found this document useful (0 votes)
6 views3 pages

German Rifle and Armoured Platoon Guide

The document outlines a detailed composition of three German platoons for a tabletop wargame, including various units such as infantry squads, a medic, and vehicles with specific weaponry and special rules. Each unit is categorized by type, veteran status, and equipped with different weapons, detailing their range, shots, and special abilities. Additionally, it includes special rules and characteristics specific to the German army, enhancing gameplay mechanics.

Uploaded by

longshot9800
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: 10 Total Points: 845

PLATOON #1
*Version 3 ­ German ­ Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Veteran 65
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
Fallschirmjäger Squad (Version 3 Rulebook page 204) Veteran 130
Qty Weapons Range Shots Pen Special
1 NCO with Assault rifle 18" 2 n/a Assault
4 Infantry with Assault rifle 18" 2 n/a Assault
2 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 130
Qty Weapons Range Shots Pen Special
1 NCO with Assault rifle 18" 2 n/a Assault
4 Infantry with Assault rifle 18" 2 n/a Assault
2 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 85
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
3 Infantry with Rifle 24" 1 n/a
1 Infantry with Light Machine gun (requires loader) 36" 4 n/a
Entire squad is Stubborn Stubborn
Fallschirmjäger Squad (Version 3 Rulebook page 204) Veteran 89
Qty Weapons Range Shots Pen Special
3 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with Light Machine gun (requires loader) 36" 4 n/a
Entire squad is Stubborn Stubborn
MEDIC
Medic (Version 3 Rulebook page 202) Veteran 30
Qty Weapons Range Shots Pen Special
1 Medic Medics
with Pistol 6" 1 n/a
PLATOON #2
*Version 3 ­ German ­ Armoured Platoon
COMMAND VEHICLE
Recce Halftracks (Version 3 Rulebook page 216) Veteran 122
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 250/10 half­track
Half­track ­ 7+ Open­topped, Command vehicle, Recce
Forward facing light anti­tank gun 48" 1 +4 Front arc, HE (1")
VEHICLE
Heavy Armoured Cars (Version 3 Rulebook page 216) Veteran 114
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 231 Heavy Armoured Car (6­Rad)
Half­track ­ 7+ Open­topped, Command vehicle, Recce
Forward facing light anti­tank gun 48" 1 +4 Front arc, HE (1")
VEHICLE
Heavy Armoured Cars (Version 3 Rulebook page 216) Veteran 114
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 SdKfz 231 Heavy Armoured Car (6­Rad)
Wheeled ­ 7+ Recce (Dual direction steering)
Turret­mounted light autocannon 48" 2 +2 HE (1")
Co­axial MMG 36" 6 n/a
PLATOON #3
*Version 3 ­ German ­ Artillery Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 202) Regular 30
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
ARTILLERY
Howitzer (Version 3 Rulebook page 207) Regular 50
Qty Weapons Range Shots Pen Special
1 Light howitzer 48"(30­60") 1 HE Team (3 men), Fixed, Howitzer, HE (2")
Gun shield Gun shield

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.

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.

Gun shield
(v3 page 126) The crew counts as in soft cover from small arms hits that come from models within the front arc of the gun. Note that hits from heavy weapons, close
quarters attacks, and any attacks that ignore cover saves also ignore the Gun Shield rule.

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).

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.

Medics
(v3 page 113) If the medic's own unit, or any friendly infantry or artillery unit that has a model within 6" of the medic model itself, suffers damage from small arms fire, on
die is rolled for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a medic cannot be used against damage inflicted
by heavy weapons, nor against damage suffered in close quarters combat. Medic units can't fire any weapons (including those of a transport vehicle they are on), nor
assault into close quarters. They will fight in close quarters if assaulted. Note that medic units and their dice are always ignored for the purpose of victory conditions, for
both sides (they cannot capture objectives, they are worth nothing when killed, etc.).

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
assault into close quarters. They will fight in close quarters if assaulted. Note that medic units and their dice are always ignored for the purpose of victory conditions, for
both sides (they cannot capture objectives, they are worth nothing when killed, etc.).

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.

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.

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 (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.

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
German Gun shield 1
German Infantry (equipped as modeled) 2
German Infantry with Assault rifle 8
German Infantry with Light Machine gun (requires loader) 2
German Infantry with Rifle 6
German Light howitzer 1
German Medic 1
German men have Panzerfaust in addtion to other weapons 4
German NCO with Assault rifle 2
German NCO with Rifle 1
German NCO with Submachine gun 1
German Platoon Commander 2
German SdKfz 231 Heavy Armoured Car (6­Rad) 1
German SdKfz 250/10 half­track 1

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