Order Dice: 6 Total Points: 598
PLATOON #1
** v3 Armies of Germany Rifle Platoon ** (LW)
SS waffen 600
PLATOON COMMANDER
Platoon Commander (Armies of Germany (v3) page 26) Regular 46
Qty Weapons Range Shots Pen Special
1 Infantry with Rifle 24" 1 n/a
1 Officer with Assault Rifle 18" 2 n/a Assault
INFANTRY
WaffenSS Squad (Late War) (Armies of Germany (v3) page 38) Veteran 240
Qty Weapons Range Shots Pen Special
1 NCO with Assault rifle 18" 2 n/a Assault
9 Infantry with Assault rifle 18" 2 n/a Assault
2 men have Panzerfaust in addtion to other weapons 12" 1 +6 Oneshot, Shaped Charge
WaffenSS Fanatics, Mixed Quality
WaffenSS Squad (Late War) (Armies of Germany (v3) page 38) Regular 90
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
2 Infantry with Rifle 24" 1 n/a
2 Infantry with Light Machine gun (requires loader) 36" 5 n/a Hitlers Buzz Saw
WaffenSS Fanatics, Mixed Quality
WaffenSS Squad (Late War) (Armies of Germany (v3) page 38) Regular 90
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
2 Infantry with Rifle 24" 1 n/a
2 Infantry with Light Machine gun (requires loader) 36" 5 n/a Hitlers Buzz Saw
WaffenSS Fanatics, Mixed Quality
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
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)
Fanatics
(v3 page 120) If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Remember that
order tests are not morale checks. Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than
their morale value. When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue
fighting until the fanatics unit wins, is completely wiped out, or is defeated and left with a single model, in which case it is destroyed.
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).
Mixed Quality
(v3 page 23 AoG) Inexperienced units only: Any time an order test is failed, roll a D6 and apply the following:
12: the unit immediately goes Down, and in addition it takes D3 pins.
34: the unit immediately goes Down as normal.
56: The unit immediately makes a Run order towards the nearest visible enemy unit (or Advance if slowed by terrain). If this Run/Advance move would bring them
into contact with the unit, it counts as an assault into close quarters. If there is no visible enemy unit, react as if a 34 had been rolled.
Oneshot
Qty Weapons Range Shots Pen Special
1 Panzerschreck team 24" 1 +6 Team (2 men), Shaped Charge
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)
Fanatics
(v3 page 120) If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Remember that
order tests are not morale checks. Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than
their morale value. When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue
fighting until the fanatics unit wins, is completely wiped out, or is defeated and left with a single model, in which case it is destroyed.
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).
Mixed Quality
(v3 page 23 AoG) Inexperienced units only: Any time an order test is failed, roll a D6 and apply the following:
12: the unit immediately goes Down, and in addition it takes D3 pins.
34: the unit immediately goes Down as normal.
56: The unit immediately makes a Run order towards the nearest visible enemy unit (or Advance if slowed by terrain). If this Run/Advance move would bring them
into contact with the unit, it counts as an assault into close quarters. If there is no visible enemy unit, react as if a 34 had been rolled.
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.
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.
PickList
German Infantry with Assault rifle 9
German Infantry with Light Machine gun (requires loader) 4
German Infantry with Rifle 5
German men have Panzerfaust in addtion to other weapons 2
German NCO with Assault rifle 1
German NCO with Rifle 2
German Officer with Assault Rifle 1
German Panzerschreck team 1
German men have Panzerfaust in addtion to other weapons 2
German NCO with Assault rifle 1
German NCO with Rifle 2
German Officer with Assault Rifle 1
German Panzerschreck team 1
German Sniper team 1