Germany
Reinforced Platoon 1009 pts 9 Order Dice
Platoon #1
Required
Oberleutnant (Officer) Veteran (116pts)
Composition: 10 Officer + 2 Soldiers
Weapon Range (") Shots Pen Special Rules
2 x Pistol 6 1 - Assault
1 x Submachine gun (SMG) 12 2 - Assault
Options: Attendant x 2, Submachine gun (SMG)
Special Rules: Assault
Heer Veteran Infantry Squad Veteran (153pts)
Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, NCO: Submachine gun (SMG), Light machine gun (LMG)
Special Rules: Assault, Team Weapon
Heer Veteran Infantry Squad Veteran (153pts)
Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, NCO: Submachine gun (SMG), Light machine gun (LMG)
Special Rules: Assault, Team Weapon
Infantry
Heer Infantry Squad Regular (123pts)
Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, Light machine gun (LMG), NCO: Submachine gun (SMG)
Special Rules: Assault, Team Weapon
Light Mortar Team Regular (35pts)
Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Light mortar 12-24 1 - Team Weapon, Indirect
Fire, HE (1")
Special Rules: Team Weapon, Indirect Fire, HE (3"), HE (1"), No Smoke Rounds
Anti-Tank Rifle Team Regular (30pts)
Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Anti-tank rifle 36 1 2 Team Weapon
Special Rules: Team Weapon
Armoured Cars
SdKfz 222 (SdKfz 221, 222 and 223 Light Armoured Car) Regular (95pts)
Damage Value: Armoured car/carrier (7+)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted light automatic 48 2 2 HE (1")
cannon
1 x Coaxial medium machine gun 36 5 - -
(MMG)
Special Rules: Open-topped, Recce, Flak, HE (1")
Tanks and Tank Destroyers
Panzer III Ausf H, J (Panzer III) Regular (200pts)
Damage Value: Medium tank (9+)
Weapon Range (") Shots Pen Special Rules
1 x Coaxial medium machine gun 36 5 - -
(MMG)
1 x Hull-mounted, forward-facing 36 5 - -
medium machine gun (MMG)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted medium AT gun 60 1 5 HE (1")
Special Rules: HE (1"), Reinforced Rear Armour
Transports and Tows
SdKfz 251/1 Half-track 'Hanomag' Regular (104pts)
Damage Value: Armoured car/carrier (7+) Transport: 12
Tow: Light AT gun, Medium AT gun, Heavy AT gun, Light howitzer, Medium howitzer, Light Anti
Aircraft Gun, Medium Anti Aircraft Gun, Heavy Anti Aircraft Gun
Weapon Range (") Shots Pen Special Rules
1 x Pintle-mounted medium 36 5 - -
machine gun (MMG) covering the
front arc
1 x Pintle-mounted medium 36 5 - -
machine gun (MMG) covering the
rear arc
Options: Pintle-mounted medium machine gun (MMG) covering the rear arc
Special Rules: Open-topped
Faction Special Rules
BLITZKRIEG
German officers were expected to act on initiative and take decisions on the field based on their
judgment rather than wait for orders or confirmation from HQ. This made them very effective
tactical commanders and made the Wehrmacht a formidably reactive force. German officers
using the ‘You men, snap to action’ special rule can take one additional order die from the bag
and assign it as normal. In other words, a German Second lieutenant (Leutnant) takes two dice
instead of one, a German First lieutenant (Oberleutnant) takes three dice, a captain (Hauptmann)
take four and a German major takes five!
INITIATIVE TRAINING
Even at squad level, in the German army every man is trained with some of the skills of his
superiors, and encouraged to show initiative and decisiveness rather than just sit and wait to
receive orders. 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-made machine guns, but in particular the lethal MG42, are vastly superior to their
enemies’ and rightly feared by Allied infantrymen. German light and medium machine guns fire
one extra shot. Note that this applies to all light and machine guns, both those carried by infantry
units and vehicle-mounted ones.
TIGER FEAR
Such was the lethal reputation of Tiger tanks, that often Allied troops were spooked by the
appearance of any German heavy armour, mistakenly thinking that any Panzer IV was a Tiger
waiting in ambush! All enemy units that have line of sight to one or more German vehicles with
the Tiger fear special rule (see the vehicles section of this army list) suffer from Tiger fear. Units
suffering from Tiger fear count as having one extra pin marker on them when taking any order
test, except if ordered to Fire against a vehicle causing Tiger fear. Note that this penalty also
affects units without any pin marker, which must therefore take an order test on –1 morale to
execute orders even if they have no pin markers.
Theatre Special Rules
None
Unit and Weapon Special Rules
Assault
This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, infantry models
armed with an assault weapon count as tough fighters (see page 91).
Assault
This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, infantry models
armed with an assault weapon count as tough fighters (see page 91).
Flak
All enemies with the flak special rule automatically fire at an attacking aircraft if the token or
model lies within their range and firing arc. Flak units fire 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. See p86 for full details.
Flak
All enemies with the flak special rule automatically fire at an attacking aircraft if the token or
model lies within their range and firing arc. Flak units fire 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. See p86 for full details.
HE (1")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.
HE (1")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.
HE (3")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.
HE (3")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.
Indirect Fire
The indirect fire special rule refers to weapons that shoots HE shells ‘indirectly’, which is to say
they lob a shot high in the air to land on top of the target unit, for example a mortar rather than a
rifle that shoots ‘directly’ at its target. These indirect fire weapons cannot be fired at targets
within their minimum range (see weapon profiles), measured from the centre of the weapon
itself. If a target is found to be within this minimum range the shot misses automatically and is
ignored.
The crew of an indirect firing weapon must still be able to see their target unit to shoot, unless a
spotter is employed – see the spotter rule below. However, the crew can direct their fire against a
target even if friends are in the way, as shots pass far over the heads of intervening friendly
troops because of the high trajectory. When firing HE shells using indirect fire, a 6 is required to
hit, regardless of any modifier. In the following turn, if the shooter fires at the same target unit,
and if the shooter has not moved from their position (i.e. it receives a Fire order), and if the target
unit has not moved from their position (to count as ‘moved’, the entire unit must be at least 2”
away from the area that it was covering before), a hit is scored on a 5+. This represents the
shooter adjusting his aim by observing where shots are falling. If the shooter continues to fire
under the same conditions explained above, a hit is scored on a 4+ in the next turn, then 3+ and
finally 2+ in all subsequent turns. However, if a hit is scored in any turn, the shooter is zeroed in
on the target and as long as it does not move, all further shots hit on 2+, even if the target unit is
then lost from view (obscured by a moving vehicle, a spotter is killed, etc.).
When fired against vehicles, hits from indirect fire weapons always strike the vulnerable top
armour, counting the +1 penetration modifier to damage regardless of the actual position of the
firer. If an open-topped 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 damage results table (see page 108).
Weapons cannot be fired indirectly by a unit that was in Ambush that turn – indirect fire takes
time. Howitzers and mortars can also fire smoke shells to lay a smoke screen – see page 97 for
rules covering this. If a unit includes both normal weapons and indirect firing weapons (such as
one or more light mortars inside a unit of riflemen), any mortar in the squad can pick a target
individually, regardless of what the rifles and other mortars in the squad are doing. Ranging in is
kept track of separately for each mortar (you might have to write things down…).
Indirect Fire
The indirect fire special rule refers to weapons that shoots HE shells ‘indirectly’, which is to say
they lob a shot high in the air to land on top of the target unit, for example a mortar rather than a
rifle that shoots ‘directly’ at its target. These indirect fire weapons cannot be fired at targets
within their minimum range (see weapon profiles), measured from the centre of the weapon
itself. If a target is found to be within this minimum range the shot misses automatically and is
ignored.
The crew of an indirect firing weapon must still be able to see their target unit to shoot, unless a
spotter is employed – see the spotter rule below. However, the crew can direct their fire against a
target even if friends are in the way, as shots pass far over the heads of intervening friendly
troops because of the high trajectory. When firing HE shells using indirect fire, a 6 is required to
hit, regardless of any modifier. In the following turn, if the shooter fires at the same target unit,
and if the shooter has not moved from their position (i.e. it receives a Fire order), and if the target
unit has not moved from their position (to count as ‘moved’, the entire unit must be at least 2”
away from the area that it was covering before), a hit is scored on a 5+. This represents the
shooter adjusting his aim by observing where shots are falling. If the shooter continues to fire
under the same conditions explained above, a hit is scored on a 4+ in the next turn, then 3+ and
finally 2+ in all subsequent turns. However, if a hit is scored in any turn, the shooter is zeroed in
on the target and as long as it does not move, all further shots hit on 2+, even if the target unit is
then lost from view (obscured by a moving vehicle, a spotter is killed, etc.).
When fired against vehicles, hits from indirect fire weapons always strike the vulnerable top
armour, counting the +1 penetration modifier to damage regardless of the actual position of the
firer. If an open-topped 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 damage results table (see page 108).
Weapons cannot be fired indirectly by a unit that was in Ambush that turn – indirect fire takes
time. Howitzers and mortars can also fire smoke shells to lay a smoke screen – see page 97 for
rules covering this. If a unit includes both normal weapons and indirect firing weapons (such as
one or more light mortars inside a unit of riflemen), any mortar in the squad can pick a target
individually, regardless of what the rifles and other mortars in the squad are doing. Ranging in is
kept track of separately for each mortar (you might have to write things down…).
No Smoke Rounds
This mortar cannot fire smoke.
Open-topped
Some armoured vehicles are open-topped – meaning they have open turrets or open fighting
compartments as opposed to fully enclosed vehicles such as tanks. Typical open-topped
armoured vehicles include half-tracks, most self-propelled artillery pieces, many tank destroyers
and some armoured cars. Open-topped armoured vehicles are more vulnerable to HE fire than
equivalent fully enclosed vehicles, and are susceptible to close quarter attack by enemy infantry
tossing grenades inside an exposed cab. Rules governing open-topped armoured vehicles are
included throughout the rules and are repeated here for ease of reference. Open-topped
armoured vehicles are pinned by hits from small-arms in the same way as soft-skins and infantry.
If assaulted by infantry open-topped armoured vehicles are destroyed automatically if the vehicle
is damaged, in the same was as for soft-skins. If hit by indirect fire then add +1 to the damage
result roll to represent the effect of a shot falling into an opentopped vehicle. Note that all hits
upon the upper surface of armoured vehicles count +1 penetration regardless of whether the
target is open or not – so open-topped armoured vehicles suffer a double penalty: +1 penetration
and +1 damage result.
Open-topped
Some armoured vehicles are open-topped – meaning they have open turrets or open fighting
compartments as opposed to fully enclosed vehicles such as tanks. Typical open-topped
armoured vehicles include half-tracks, most self-propelled artillery pieces, many tank destroyers
and some armoured cars. Open-topped armoured vehicles are more vulnerable to HE fire than
equivalent fully enclosed vehicles, and are susceptible to close quarter attack by enemy infantry
tossing grenades inside an exposed cab. Rules governing open-topped armoured vehicles are
included throughout the rules and are repeated here for ease of reference. Open-topped
armoured vehicles are pinned by hits from small-arms in the same way as soft-skins and infantry.
If assaulted by infantry open-topped armoured vehicles are destroyed automatically if the vehicle
is damaged, in the same was as for soft-skins. If hit by indirect fire then add +1 to the damage
result roll to represent the effect of a shot falling into an opentopped vehicle. Note that all hits
upon the upper surface of armoured vehicles count +1 penetration regardless of whether the
target is open or not – so open-topped armoured vehicles suffer a double penalty: +1 penetration
and +1 damage result.
Recce
Some scout cars and light armoured vehicles operated in a scouting, recon or recce role (short
for reconnaissance). Recce vehicles would advance ahead of a formation to probe out the
enemy’s defences – as such they are superalert to the enemy presence and prepared to avoid
trouble. When reversing, either voluntarily or because of a failed order test (with enemy in its
front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12” or 9”) rather than at half
rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two
90° pivots or and a tracked vehicle can make a single 90° pivot. Some recce vehicles can even
reverse at their Run rate if they are especially small and manoeuvrable or if they have dual
direction steering – as did some German armoured cars. These exceptions are indicated in the
Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate. Recce
vehicles will also spot hidden enemy at longer ranges than other vehicles – as noted in the rules
for hidden units – see page 131.
Recce
Some scout cars and light armoured vehicles operated in a scouting, recon or recce role (short
for reconnaissance). Recce vehicles would advance ahead of a formation to probe out the
enemy’s defences – as such they are superalert to the enemy presence and prepared to avoid
trouble. When reversing, either voluntarily or because of a failed order test (with enemy in its
front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12” or 9”) rather than at half
rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two
90° pivots or and a tracked vehicle can make a single 90° pivot. Some recce vehicles can even
reverse at their Run rate if they are especially small and manoeuvrable or if they have dual
direction steering – as did some German armoured cars. These exceptions are indicated in the
Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate. Recce
vehicles will also spot hidden enemy at longer ranges than other vehicles – as noted in the rules
for hidden units – see page 131.
Reinforced Rear Armour
This tank treats hits against the rear armour as hits against the side armour (i.e. +1 penetration
modifier rather than +2)
Team Weapon
This special rule (often shortened to just ‘team’) indicates that the weapon requires two or more
men to shoot at full effect. There are three types of team weapons – squadbased team weapons
(team weapons imbedded inside infantry squads, like a squad LMG); support team weapons
(which form an infantry unit of their own, such as a medium machine gun team or a bazooka
team); and artillery team weapons.
We will list here the generic rules that apply to all three, and then list the exceptions that apply to
support team weapons and squad-based team weapons. Team weapons normally have a crew
of two, three or more members, comprising one man to fire the weapon and a number of loaders
or other crewmen to help operate it, move it about, carry ammunition or act as lookouts. All the
crew members are fully occupied whether carrying equipment, serving the weapon, or keeping
watch. Note that although in reality crewmen often carried small-arms, and many crew models
will undoubtedly do so, in the game crews of weapon teams never fire these weapons and are
therefore not allocated personal armament in the army lists.
A team weapon shoots at full effectiveness so long as there are at least two men to serve it. A
minimum of two crew is always needed to fire at full effect. If only one man remains to serve a
team weapon then the weapon can still be fired but suffers a –1 ‘to hit’ penalty. Remember that
sometimes a team weapon and its crew might be mounted on a single base for ease of use. If
the crew suffers casualties, simply place a die on the base and rotate it to show how many
models have been killed.
Team Weapon
This special rule (often shortened to just ‘team’) indicates that the weapon requires two or more
men to shoot at full effect. There are three types of team weapons – squadbased team weapons
(team weapons imbedded inside infantry squads, like a squad LMG); support team weapons
(which form an infantry unit of their own, such as a medium machine gun team or a bazooka
team); and artillery team weapons.
We will list here the generic rules that apply to all three, and then list the exceptions that apply to
support team weapons and squad-based team weapons. Team weapons normally have a crew
of two, three or more members, comprising one man to fire the weapon and a number of loaders
or other crewmen to help operate it, move it about, carry ammunition or act as lookouts. All the
crew members are fully occupied whether carrying equipment, serving the weapon, or keeping
watch. Note that although in reality crewmen often carried small-arms, and many crew models
will undoubtedly do so, in the game crews of weapon teams never fire these weapons and are
therefore not allocated personal armament in the army lists.
A team weapon shoots at full effectiveness so long as there are at least two men to serve it. A
minimum of two crew is always needed to fire at full effect. If only one man remains to serve a
team weapon then the weapon can still be fired but suffers a –1 ‘to hit’ penalty. Remember that
sometimes a team weapon and its crew might be mounted on a single base for ease of use. If
the crew suffers casualties, simply place a die on the base and rotate it to show how many
models have been killed.