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Late-War Fallschirmjäger (Panzer Support) : Platoon #1

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Late-War Fallschirmjäger (Panzer support)

German 1 FJ Div - Marder Order Dice: 9

Platoon #1
Second Lieutenant (page: 20) Veteran 78
Qty Weapons Range Shots Penetration Special Rules

1 Second Lieutenant
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a Assault

with Submachine gun 12" 2 n/a Assault

with Assault rifle 18" 2 n/a Assault

1 Infantry (equipped as modeled) - -

Infantry Squads
Fallschirmjäger squad (late-war) (page: 24) Veteran 150
Qty Weapons Range Shots Penetration Special Rules

1 NCO with Submachine gun 12" 2 n/a Assault

5 Infantry with Submachine gun 12" 2 n/a Assault

2 Infantry with Assault rifle 18" 2 n/a Assault

2 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge


weapons
Entire squad is Stubborn Stubborn

Fallschirmjäger squad (late-war) (page: 24) Veteran 150


Qty Weapons Range Shots Penetration Special Rules

1 NCO with Submachine gun 12" 2 n/a Assault

5 Infantry with Submachine gun 12" 2 n/a Assault

2 Infantry with Assault rifle 18" 2 n/a Assault

2 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge


weapons
Entire squad is Stubborn Stubborn

Infantry
Fallschirmjäger squad (late-war) (page: 24) Veteran 90
Qty Weapons Range Shots Penetration Special Rules

1 NCO with Rifle 24" 1 n/a

1 Infantry with Light Machine gun (requires 36" 5 n/a


loader)
3 Infantry with Rifle 24" 1 n/a

Entire squad is Stubborn Stubborn

Fallschirmjäger squad (late-war) (page: 24) Veteran 90


Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a

1 Infantry with Light Machine gun (requires 36" 5 n/a


loader)
3 Infantry with Rifle 24" 1 n/a

Entire squad is Stubborn Stubborn

Mortar
Medium Mortar team (page: 32) Veteran 75
Qty Weapons Range Shots Penetration Special Rules

1 Medium Mortar team 12"-60" 1 HE Team (3 men), Fixed, Indirect fire,


HE (2")
Spotter Spotter

Anti-tank
Panzerschreck team (page: 30) Veteran 104
Qty Weapons Range Shots Penetration Special Rules
1 Panzerschreck team 24" 1 +6 Team (2 men), Shaped Charge

Tanks and SP Guns


Marder III Ausf H, M (page: 55) Regular 170
Qty Vehicle Type Transport DamageValue

Weapons Range Shots Penetration Special Rules

1 Marder III Ausf M Tracked - 7+ Open-topped

Forward facing heavy anti-tank gun 72" 1 +6 Front arc, HE (2")

Pintle-mounted MMG 36" 6 n/a Flak, 360 degree arc

Transports
SdKfz 251/1 half-track (page: 63) Regular 89
Qty Vehicle Type Transport DamageValue

Weapons Range Shots Penetration Special Rules

1 SdKfz 251/1 half-track Half-track up to 12 7+ Open-topped

Front pintle-mounted MMG 36" 6 n/a Front arc, Flak avy


Tow: Light or medium howitzer; light, medium, or heavy anti-tank gun; light or heanti-aircraft gun

Platoon Points: 996

Special Rules
One-shot
(p72) 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
Open-topped
(p118) Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry
opentopped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-
skins. If hit by indirect fire then add +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 open-topped armoured
vehicles suffer a double penalty: +1 penetration and +1 damage result
Shaped Charge
(p73) Never suffer the -1 penetration modifier for firing at long range.
Team (2 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Team (3 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Stubborn
(p91) If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order
tests are not morale checks.
HE (2")
(p68) PEN: +2, PIN: D3 (D6 if in building) - Infantry and artillery can go down to halve the hits taken
Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an
assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against
infantry or artillery, it can immediately make a second damage roll.
Indirect fire
(p71)
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
(p66) When given Advance order, fixed weapons can rotate on the spot suffering a -1 to-hit penalty. Non-artillery
Fixed can move normal 12" when given Run order.
Spotter
Spotters rules on page 71. Inexperienced Spotters cannot spot for inexperienced indirect fire weapon.

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