German Afrika Infantry Platoon

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German Afrika Infantry Special Rules 1941-42 All Terrain: The large 8 wheel armoured cars performed incredibly well in desert conditions. When rolling to see if the vehicle becomes Bogged Down the vehicle is only affected on the roll of a 6 rather than a 5 or 6 for normal wheeled vehicles. If the vehicle does become Bogged Down the crew get +1 EXP bonus for the roll to free the vehicle. Emplaced: Large weapons such as German 88mm Anti tank guns are too difficult and time consuming to move within the time frame of a game of RoE. A weapon which is counted as Emplaced starts the game set up and cannot be moved. DAK - The player may chose to field a veteran platoon from the original Deutsches Afrikakorps. This may be a platoon from the 5th Light Division, later renamed 21st Panzer Division or from the 15th Panzer Division. All troops in the platoon have an experience score of 3+ instead of 4+ and the combat effectiveness of the platoon is +3. The platoon also benefits from the Motivated special rule. The player may also wish to add an additional MG34 to each infantry squad. If this is the case the squad is split in to two 5 man MG teams each with a single MG34. The additional cost for this is +1 CE per additional MG. If this choice is taken no further MG34 s may be allocated using requisition points. Mechanised: The player may wish to field a mechanised platoon. If this is the case all troops must be mounted in armoured halftracks. All troops are mounted in vehicles as with the German Panzergrenadier platoon on page 114 of the RoE rule book. The increase in combat Effectivness is the same as for Panzergrenadiers, +1 CE per vehicle unless stated otherwise. The command squad may be mounted in a 250/3 instead of the standard 251/10. If the 250/3 is taken it is free and costs no additional Combat Effectiveness. Pact of Steel - The platoon may include Italian troops as support. Up to one company support choice may be filled by an Italian Infantry or Paratrooper squad from the appropriate OOB. The squad may be allocated extra weapons from the Italian or DAK list. No more than a third of the platoon s RP s may be spent in this manner. Reinforcements: Roll a D6 before deployment. If you score a 1 or 2 then one of your squads (your choice) is drawn from recruits. Their Experience is one level worse than on the Order of Battle. For example, a squad with an Experience score of 4+ has a score of 5+ instead. Scavanger: The Germans were renowned for using captured allied vehicles and equipment in the desert. Rommel himself used a captured British AEC Command vehicle which he named Mammut (Mammoth). The German player may choose to field a Divisional support choice from any Allied desert war platoon from the same time period. This choice can be any vehicle and costs the same Combat Effectiveness for the German player as it would an Allied player. Tactically Flexible: As long as both have s attached to them, the Machine Gun (or equivalent including mortar) section of a unit may be issued with separate orders to the Rifle Section (or equivalent) in the Orders Phase. It must still maintain Unit Coherency though this is extended to 30cm. The two sections are now treated as separate units for the purpose of affecting Discipline (e.g. a separated MG section of three men takes 3 hits it is Suppressed) but as one for the purpose of determining if it is under half-strength. The 2 sections may revert to 1 squad by simply moving into unit coherency and declaring so. Turntable: The turntable allows the wepon to turn 360 degrees to face in any direction and does NOT count as moving for the purpose of firing. NOTE: a platoon may be both DAK and Mechanised, this would produce a platoon with excellent combat capabilities but which would have a very high Combat Effectiveness value. Additional Equipment The platoon may spend a number of Requisition Points (RP) on additional weapons and equipment to be distributed amongst the troops. Except for Panzerfausts, soldiers that have been allocated Additional Equipment lose their original weapon. The cost in Requisition Points for each item is listed below. The number of RP s is equal to the Combat Effectiveness of the force plus an amount according to the platoon type as follows: DAK: 0 Motorised DAK: +6 Kar 98k: 1RP LMG MG34* (max. of 1): 8RP Kar 98k Rifle-Grenade Launchers MP40: 1RP with AP (max. of 2)*: 3RP PzB-39**: 4RP * Maximum of 1 additional weapon may be allocated to a squad (not MG, Mortar, Sniper Teams or AT Gun squads). ** May be added to the Command Squad only.

German Afrika Infantry Platoon All models in a German Afirka Infantry Platoon benefit from the following special rules as described in the German Afrika Infantry rules section: DAK Mechanised Pact of Steel Reinforcements Scavanger Tactically Flexible Strategy Rating: 4 Combat Effectiveness: 12 A platoon must include a Platoon Command, Mortar Squad and 2 Infantry Squads A platoon may include 1 Divisional Support choice A platoon may include 1 Company Support choice for each of its Infantry squads No more than 1 of each Company Support choice may be selected unless otherwise stated Additional Equipment The Leutnant or Unterfeldwebel may distribute the additional equipment amongst the Platoon as detailed German Afrika Infantry rules Section. The number of Requisition Points is equal to the Combat Effectiveness of the force -6.

Order of Battle German Afrika Infantry Platoon 1941-42 PLATOON COMMAND A German Afrika Infantry Platoon must include a Platoon Command Squad. PLATOON COMMAND 1 Leutnant or Unterfeldwebel 20cm 4+ +3 4+ 4+ MP40 and Pistol Officer 20cm 1 Unteroffizier 20cm 4+ +3 4+ 4+ Pistol, AP 1 Rifleman 20cm 4+ +3 4+ 4+ Scoped Kar 98k, AP 3 Rifleman 20cm 4+ +3 4+ 4+ Kar 98k, AP The Platoon Command may have a Medic (see General Special Rules on page 39) attached. If the player chooses to take a medic the profile given for the Rifleman is used. Medics is armed with a pistol only. The Medic is free and costs no additional Combat Effectiveness. INFANTRY SQUAD A German Afrika Infantry Platoon must include at least 2 Infantry Squads and 1 Mortar Squad. Infantry SQUAD Machinegun Section 1 Unteroffizier 20cm 4+ +3 4+ 4+ 1 LMG Gunner 20cm 4+ +3 4+ 4+ LMG MG34, Pistol 1 LMG Loader 20cm 4+ +3 4+ 4+ Kar 98k 1 Rifleman 20cm 4+ +3 4+ 4+ Kar 98k Rifle Section 1 Gefreiter 20cm 4+ +3 4+ 4+ 5 Rifleman 20cm 4+ +3 4+ 4+ Kar 98k, AP MORTAR SQUAD MORTAR SQUAD 1 Gefreiter 20cm 4+ +3 4+ 4+ 1 Mortar Gunner 20cm 4+ +3 4+ 4+ 5cm Mortar, Pistol 1 Mortar Loader 20cm 4+ +3 4+ 4+ Pistol, Observer

INFANTRY SQUAD A German Afrika Infantry Platoon may select up to 2 additional Infantry Squads. UP TO 1 ADDITIONAL InfANTRY SQUAD (+3 Combat Effectiveness) Machinegun Section 1 Unteroffizier 20cm 4+ +3 4+ 4+ 1 LMG Gunner 20cm 4+ +3 4+ 4+ LMG MG34, Pistol 1 LMG Loader 20cm 4+ +3 4+ 4+ Kar 98k Rifle Section 1 Gefreiter 20cm 4+ +3 4+ 4+ 3 Rifleman 20cm 4+ +3 4+ 4+ Kar 98k, AP May add 2 Riflemen armed with Kar 98k & AP to the Rifle Section and 1 Rifleman armed with Kar 98k to the Machine Gun Section. An under strength Infantry Squad may be upgraded a Recon section with the Recon special rule. COMPANY SUPPORT A Geman Afrika Infantry Platoon may select one Company Support choice for each Infantry Squad. 0-2 HMG TEAM (+1 Combat Effectiveness Each) 1 Gefreiter 20cm 4+ +3 4+ 4+ MP40, AP 1 HMG Gunner 20cm 4+ +3 4+ 4+ HMG MG34, Pistol 2 HMG Loaders 20cm 4+ +3 4+ 4+ Kar 98k UP TO 1 SNIPER TEAM 1 Sniper 20cm 3+ +3 4+ 3+ Scoped Kar 98k 1 Assistant 20cm 4+ +3 4+ 3+ Kar 98k UP TO 1 Panzerjager TEAM Sniper Team, Fanatic (2) 2 Gunner 20cm 4+ +3 4+ 4+ PzB-39 and Pistol 2 Loader 20cm 4+ +3 4+ 4+ Kar 98k, AT May be fielded as two separate teams on the battlefield.

Up to 1 MORTAR TEAM 1 Gefreiter 20cm 4+ +3 4+ 4+ MP40, AP 1 Mortar Gunner 20cm 4+ +3 4+ 4+ 8cm Mortar, Pistol 1 Mortar Loader 20cm 4+ +3 4+ 4+ Kar 98k 1 Observer 20cm 4+ +3 4+ 4+ MP40 or Kar 98k Observer UP TO 1 ANTI-TANK GUN 1 Gefreiter 20cm 4+ +3 4+ 4+ MP40, AP 1 Gunner 20cm 4+ +3 4+ 4+ PaK 36 Anti-tank Gun, Pistol 2 Loaders 20cm 4+ +3 4+ 4+ Kar 98k May upgrade the PaK 36 to a PaK 38 for 6 RP s. DIVISIONAL SUPPORT A German Afrika Infantry Platoon may select one Divisional Support choice, selected from below. UP TO 1 88mm Flak 36 1 Gefreiter 20cm 4+ +3 4+ 4+ MP40, AP 2 Gunner 20cm 4+ +3 4+ 4+ FlaK 36 Anti-tank Gun, Pistol 3 Loaders 20cm 4+ +3 4+ 4+ Kar 98k May only be taken when the German player is the Defender in the Scenario. UP TO 1 PIONEER SQUAD (+5 combat effectiveness) Assault Section 1 Gefreiter 20cm 4+ +3 4+ 4+ /AT 1 Flamethrower Gunner 20cm 4+ +3 4+ 4+ Flammenwerfer-41, Pistol 1 Flamethrower Assistant 20cm 4+ +3 4+ 4+ Kar 98k or MP40 2 Pioneers 20cm 4+ +3 4+ 4+ Kar 98k, AP/AT Machine Gun Section 1 Unteroffizier 20cm 4+ +3 4+ 4+ /AT 1 LMG Gunner 20cm 4+ +3 4+ 4+ LMG MG34, Pistol 1 LMG Loader 20cm 4+ +3 4+ 4+ Kar 98k 2 Pioneers 20cm 4+ +3 4+ 4+ Kar 98k, AP/AT The squad may be mounted in an Sdkfz 251/7 Half Track. Each squad may take up to 2 Demolition Charges at no cost. Pioneers benefit from the following special rules: Motivated, Tactically Flexible, Angriff!

Artillery See the section on Artillery Support on page 61 of the RoE rulebook. A Forward Observer team is included with the following profile: 1 Officer 20cm 4+ +3 4+ 4+ MP40 SMG or Pistol Forward Observer, 1 Assistant 20cm 4+ +3 4+ 4+ Kar 98k or Pistol Recon May be mounted in a kubelwagen. Armour The Armoured Vehicles Profiles are on the pages below. Any vehicle with a Crew of 0 must provide a driver from the transported squad. 1-2 Sdkfz 222 Armoured cars (+2 Combat Effectivenesss for 1, +3 Combat Effectivenesss for 2) 1-2 Sdkfz 231 Armoured cars (+2 Combat Effectivenesss each) Panzerjager I Panzer I Panzer II Panzer III G Panzer III J (+3 Combat Effectivenesss) StuG III D (+3 Combat Effectivenesss) Panzer IV D Panzer IV F (+3 Combat Effectivenesss) Marder III - Panzerjäger 38(t) für 7.62cm PaK36(r)

Sd.Kfz. 222 Closed Wheeled 40 cm 4+ 4+ 4+ Turret 7 6 6 Crew: 3 Weapons: Turret - 2cm KwK 30 Hull 7 6 6 L/55 Autocannon, Co-axial MG Wheels 6 Sd.Kfz. 231 Closed Wheeled 30 cm 4+ 4+ 4+ Turret 7 6 6 Crew: 4 Weapons: Turret - 2cm KwK 30 Hull 7 6 6 L/55 Autocannon, Co-axial MG Special Rules: All Terrain Wheels 6 Panzerjager I Open Tracked 20 cm 4+ 4+ 4+ Turret N/A N/A N/A Crew: 3 Weapons: 4.7cm PaK(t) Hull 8 7 7 Special Rules: Grenade Bucket Tracks 7 Panzer I Closed Tracked 20 cm 4+ 4+ 4+ Turret 8 7 7 Crew: 2 Weapons: Turret - Twin MG Hull 8 7 7 Tracks 7 Panzer II Closed Tracked 20 cm 4+ 4+ 4+ Turret 8 7 7 Crew: 3 Weapons: Turret - 2cm KwK 30 Hull 9 7 7 L/55 autocannon, Co-axial MG Tracks 7 Panzer III G Closed Tracked 20 cm 4+ 4+ 4+ Turret 10 9 9 Crew: 5 Weapons: 5cm L/42, Coaxial Hull 10 9 9 MG, Hull - MG Tracks 9 Panzer III J Closed Tracked 20 cm 4+ 4+ 4+ Turret 11 9 9 Crew: 5 Weapons: 5cm L/60, Coaxial Hull 11 9 11 MG, Hull - MG Wheels 8

StuG III D Closed Tracked 20 cm 4+ 4+ 4+ Turret N/A N/A N/A Crew: 4 Weapons: 75mm KwK 37 L/24 Tank Hull 12 9 9 Gun, Pintle - MG Wheels 9 Panzer IV D Closed Tracked 20 cm 4+ 4+ 4+ Turret 9 8 8 Crew: 5 Weapons: 75mm KwK 37 L/24 Tank Hull 9 8 8 Gun, Co-axial MG, Bow - MG Wheels 8 Panzer IV F Closed Tracked 20 cm 4+ 4+ 4+ Turret 11 9 9 Crew: 5 Weapons: 75mm KwK 37 L/24 Tank Hull 11 9 8 Gun*, Co-axial MG, Bow - MG Special Rules: Tiger Fear Wheels 8 *May upgrade tank gun to 75mm KwK 40 L/43 tank gun for +1 Combat Effectiveness Marder III - Panzerjäger 38(t) für 7.62cm PaK36(r) Open Tracked 20 cm 4+ 4+ 4+ Turret N/A N/A N/A Crew: 4 Weapons: 7.62cm PaK 36(r), Hull 11 7 7 Bow - MG Special Rules: Grenade Bucket Tracks 7 For 7.62cm PaK 36(r) use 75mm L/43 stats. Crew The following profile is to be used for tankers that have bailed out of their tank. Only vehicles with 3 or more crew have a Commander. Crew Profile - Commander 20cm 4+ +3 4+ 4+ Pistol Officer 15cm - Other ranks 20cm 4+ +3 4+ 4+ Pistol Tank Crew do not benefit from any of the special rules from the parent platoon. Infantry Weapons Table To Hit Modifiers Weapon Weapon Type Range Short Range (up to 30cm) Long Range ROF EXP Modifier AP AT Notes Luger Pistol 30cm 0 n/a 1 0 5+ n/a MP40 SMG 40cm 0-1 2 0 5+ n/a At Short Range ROF is D6 Kar 98k Rifle 80cm +1 0 1 0 4+ 0 LMG MG34 LMG 100cm 0 0 D6+5-1 4+ 0 May not Move & Fire AP Grenade AP Grenade 20cm 0 n/a 1-1 5+ 0 Blast 1 Kar 98k Gde Launcher Rifle AP Grenade 60cm 0-1 1-1 5+ 0 May not Move & Fire, Blast 1 PzB-39 Infantry AT 50cm 0 0 1 0 4+ 3(4 at May not Move & Fire, AT Weapon

Support Weapons Table To Hit Modifiers Weapon Weapon Type Range Short Range (up to 30cm) Long Range ROF EXP Modifier AP AT Notes HMG MG34 HMG 120cm 0 0 D6+7-1 4+ 1 Support Weapon PaK 36 3.7cm Gun PaK 38 5cm Gun Anti-tank Gun Anti-tank Gun 150cm 0-1 1-1 3+ 150cm 0-1 1-1 3+ 5cm Mortar Mortar 120cm n/a 0 1 0 5+ 0 8cm Mortar Mortar n/a n/a 0 1-1 5+ 1 88mm Flak 36 Vehicle Weapons Table Anti-tank Gun 150cm 0-1 1-2 2+ 5 (6 at 8 (9 at 14 (15 at Support Weapon, Cumbersome, AT Weapon or HE Blast 1, Smoke Support Weapon, Cumbersome, AT Weapon or HE Blast 1, Smoke Support Weapon, Indirect Fire, Blast 2, Smoke Support Weapon, Indirect Fire, Blast 3, Smoke Emplaced, AT Weapon or HE Blast 3, Turntable To Hit Modifiers Weapon Weapon Type Range Short Range (upto30cm) Long Range ROF EXP Modifier AP AT Notes MG Vehicle MG 100cm 0-1 D6+5-1 4+ 1 Twin MG Vehicle MG 100cm 0-1 D6+8-1 4+ 1 2cm L55 Autocannon 37mm PaK 120cm 0-1 D3+1-1 3+ 3 (4 at 120cm 0-1 1-1 4+ 5 (6 at 4.7cm PaK(t) 120cm 0-1 1-1 4+ 6 (7 at 5cm L/42 5cm L/60 75mm L/24 75mm L/43 120cm 0-1 1-1 4+ 7 (8 at 120cm 0-1 1-1 4+ 8 (9 at 150cm 0 0 1-2 3+ 5 (6 at 150cm 0-1 1-2 3+ * SR indicates the weapon s effectiveness at Short Range, within 30cm. High Explosive (HE) HE shells utilise the size template indicated in the weapon s profile. HE shells halve their AT value (round down). 10 (11 at AT, No HE, AT or HE Blast 1, Smoke, AT or HE Blast 1, Smoke, AT or HE Blast 1, Smoke, AT or HE Blast 1, Smoke, HE Blast 2, Smoke, AT or HE Blast 2, Smoke,