Flames of War / Great War. German Formations

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Transcription:

Flames of War / Great War German Formations

Infanteriekompanie

Company HQ: 2x Pistol team Upgrade Pistol Teams: SMG team Reserve Infantry Company 25 pts +5 pts ea Slow Firing add 1 to the score to hit if the team is moving or pinned down Pinning any hit will pin infantry, gun or unarmored tank teams Reserve Infantry Company Infantry Formation Add: 0-3 ATR team +45 pts ea 0-3 FT team +30 pts ea 0-2 Granatenwerfer +45 pts ea 0-1 sniper team +60 pts ea Formation: 1x Company HQ 2-3x Infanterie platoon 0-3x Infanterie MG platoon 0-1x Minenwerfer or ATG platoon Pistol team 4 2 2 1 6 SMG team 4 3 3 1 6 ATR team 16 1 1 4 5+ slow firing, TA 3 Flamethrower 4 2 2 2 1+ hits top armor, pinning Granatenwerfer 16 2 1 2 3+ -1 to hit in CC, min range 8 Regular Infantry Company Regular Infantry Company Company HQ: 2x Pistol team Upgrade Pistol Teams: SMG team 30 pts +5 pts ea Slow Firing add 1 to the score to hit if the team is moving or pinned down Pinning any hit will pin infantry, gun or unarmored tank teams Infantry Formation Add: 0-3 ATR team +60 pts ea 0-3 FT team +40 pts ea 0-2 Granatenwerfer +60 pts ea 0-1 snpier team +60 pts ea Formation: 1x Company HQ 2-3x Infanterie platoon 0-3x Infanterie MG platoon 0-1x Minenwerfer or ATG platoon Pistol team 4 2 2 1 6 SMG team 4 3 3 1 6 ATR team 16 1 1 4 5+ slow firing, TA 3 Flamethrower 4 2 2 2 1+ hits top armor, pinning Granatenwerfer 16 2 1 2 3+ -1 to hit in CC, min range 8

Sniper bought as part of a company HQ Sniper Team Expert Shot may re-roll to hit, and any hit will pin down the target Sniper s Hide always held in ambush, may ambush from own deployment zone or no man s land and must be in concealing terrain. Perfectly Camouflaged team is always concealed and gone to ground in bulletproof cover. May not fire if within 4 of friendly troops. Driven Off if destroyed, roll d6, on a 4+ team is eliminated, if not team can re-deploy from ambush the following turn. Sniper Team Independent team Sniper rifle 16 1-0 4+ expert shot - - - - -

Reserve Infanterie Platoon Reserve Infanterie Platoon Infanterie Platoon: Pistol team + 6x rifle team 2x MG team Pistol team + 5x rifle team 1x MG team Upgrade Pistol team: SMG team 150 pts 110 pts +5 pts ea Upgrade 0-1 Rifle team: Rifle grenade team +5 pts Slow Firing add 1 to the score to hit if the team is moving or pinned down Pistol team 4 2 2 1 6 SMG team 4 3 3 1 6 Rifle team 16 1 1 2 6 slow firing MG team 16 3 2 2 6 Rifle grenade team 12 2 1 1 4+ Regular Infanterie Platoon Regular Infanterie Platoon Infanterie Platoon: Pistol team + 6x rifle team 2x MG team Pistol team + 5x rifle team 1x MG team Upgrade Pistol team: SMG team 195 pts 145 pts +5 pts ea Upgrade 0-1 Rifle team: Rifle grenade team +5 pts Slow Firing add 1 to the score to hit if the team is moving or pinned down Pistol team 4 2 2 1 6 SMG team 4 3 3 1 6 Rifle team 16 1 1 2 6 slow firing MG team 16 3 2 2 6 Rifle grenade team 12 2 1 1 4+

Reserve Infanterie HMG Platoon Reserve Infanterie HMG Platoon Infanterie HMG Platoon: 4x Makim HMG team 285 pts 3x Maxim HMG team 215 pts 2x Maxim HMG team 145 pts Armor Piercing Ammo AT rating reflects the use of armor piercing ammunition HMG team 24 6 3 3 6 bombarding 40 ARTILLERY - - Regular Infanterie HMG Platoon Regular Infanterie HMG Platoon Infanterie HMG Platoon: 4x Makim HMG team 370 pts 3x Maxim HMG team 280 pts 2x Maxim HMG team 190 pts Armor Piercing Ammo AT rating reflects the use of armor piercing ammunition HMG team 24 6 3 3 6 bombarding 40 ARTILLERY - -

Reserve Minenwerfer Platoon Reserve Minenwerfer Platoon Minenwerfer Platoon: 3x Minenwerfer team 390 pts 2x Minenwerfer team 260 pts 1x Minenwerfer team 130 pts Separate Batteries the platoon deploys Lt Gun 3+ Minenwerfer team 32 2 1 3 2+ min range 8 Regular Minenwerfer Platoon Regular Minenwerfer Platoon Minenwerfer Platoon: 3x Minenwerfer team 510 pts 2x Minenwerfer team 340 pts 1x Minenwerfer team 170 pts Separate Batteries the platoon deploys Lt Gun 3+ Minenwerfer team 32 2 1 3 2+ min range 8

Reserve AT Gun Platoon Reserve AT Gun Platoon AT Gun Platoon: 2x 3.7cm TaK team 1x 3.7cm TaK team 170 pts 85 pts Separate Batteries the platoon deploys No HE adds 1 to hit infantry or gun teams 3.7cm TaK 24 2 1 5 4+ no HE Regular AT Gun Platoon Regular AT Gun Platoon AT Gun Platoon: 2x 3.7cm TaK team 1x 3.7cm TaK team 220 pts 110 pts Separate Batteries the platoon deploys No HE adds 1 to hit infantry or gun teams 3.7cm TaK 24 2 1 5 4+ no HE

Stosskompanie

Company HQ: 2x Pistol team Upgrade Pistol Teams: SMG team 35 pts +5 pts ea Add: 0-3 FT team +50 pts ea 0-1 sniper team +50 pts ea Stoss Company Pinning any hit will pin infantry, gun or unarmored tank teams Trench Fighter +1 to hit in assault Infiltration all infanterie and stoss platoons may use spearhead deployment if attacking Night Attack may make a night attack in a mission where the defender has minefields. Only units from formations that have night attack may move out of their deployment area before morning breaks Formation: 1x Company HQ 2-3x Stoss platoon 0-2x Stoss MG platoon 0-1x Stoss Minenwerfer platoon Fearless 3+ Follow Me 2+ Stoss Company Infantry Formation * Infiltration Night Attack Pistol team 4 2 2 1 6 trench fighter SMG team 4 3 3 1 6 trench fighter Flamethrower 4 2 2 2 1+ hits top armor, pinning Stoss Platoon Stoss Platoon Stoss Platoon: 7x pistol team + 2x MG team 6x pistol team + 1x MG team 305 pts 240 pts Upgrade 0-1 Pistol team: SMG team +5 pts ea Add: 0-1 FT team +50 pts ea Pinning any hit will pin infantry, gun or unarmored tank teams Trench Fighter +1 to hit in assault Spearhead when placed on the table during deployment the unit may immediately move at tactical or dash speed, as long as it remains >16 from an enemy team it is not concealed from, the enemy deployment area or any objective outside your deployment area; or within 8 of any enemy team. The area within 8 of the spearhead team is now part of your deployment area. Fearless 3+ Follow Me 2+ Pistol team 4 2 2 1 6 trench fighter, TA 3 SMG team 4 3 3 1 6 trench fighter, TA 3 MG team 16 3 2 2 6 Flamethrower 4 2 2 2 1+ hits top armor, pinning

Stoss HMG Platoon Stoss HMG Platoon HMG Platoon: 2x Maxim HMG team 1x Maxim HMG team 210 pts 105 pts Armor Piercing Ammo AT rating reflects the use of armor piercing ammunition Fearless 3+ Follow Me 2+ HMG team 24 6 3 3 6 bombarding 40 ARTILLERY - - Stoss Minenwerfer Platoon Stoss Minenwerfer Platoon Minenwerfer Platoon: 3x Minenwerfer team 570 pts 2x Minenwerfer team 380 pts 1x Minenwerfer team 190 pts Separate Batteries the platoon deploys Fearless 3+ Follow Me 2+ Lt Gun 3+ Minenwerfer team 32 2 1 3 2+ min range 8

Support Units

0-2x Panzer Platoon Regular Infanteriekompanie Support Choices 0-2x Infanterie platoon or Stoss platoon 0-1x Infantry Gun platoon 0-1x Artillery battery or Artillery detachment 0-2x Panzer Platoon Reserve Infanteriekompanie Support Choices 0-2x Infanterie platoon or Stoss platoon 0-1x Infantry Gun platoon 0-1x Artillery battery or Artillery detachment

0-2x Panzer Platoon Stoss kompanie Support Choices 0-1x Anti-tank Gun platoon 0-1x Infanterie platoon 0-1x Infanterie platoon or Stoss platoon 0-1x Infantry Gun platoon 0-1x Artillery detachment

Panzer Platoon: 3x A7V 2x A7V 1x A7V Replace any A7V: Beute Mk IV female Beute Mk IV male Panzer Platoon A7V 855 pts 570 pts 285 pts -55 pts ea -25 pts ea (see Beutepanzer card for stats) Separate Sections the platoon deploys Hull Mounted may only target teams fully in front of the unit Self-Defense MG enemy infantry and gun teams must re-roll hits in assault Push It requires a skill test to dash move, failing on a 1 adds a damage counter Mobile Target -1 to be hit unless bailed out or damaged Mobile Fortress rolls 2d6 in assaults Landship if it would be destroyed roll 2 nd FP test, pass = destroyed, fail = damaged. Bail out results add a damage. 1 damage = cannot move, 2 = cannot fight, move or shoot. 3 rd damage causes motivation test. May repair each damage marker on skill test in starting step. Panzer Platoon A7V Tank Unit * Self-Defense MG Push It * Mobile Target Landship * Mobile Fortress Armor Front 2 Side 1 Top 1 A7V 8 8 12 12 4+ A7 5.7cm gun 24 2 2 6 4+ hull-mounted A7 MGs 16 6 6 3 6 each side and rear Panzer Platoon: 3x Beute Mk IV female 690 pts 2x Beute Mk IV female 460 pts 1x Beute Mk IV female 230 pts Panzer Platoon Beutepanzer Replace any Mk IV female: Beute Mk IV male +30 pts ea Separate Sections the platoon deploys Side Mounted may only target teams fully in front of the side of the unit Self-Defense MG enemy infantry and gun teams must re-roll hits in assault Push It requires a skill test to dash move, failing on a 1 adds a damage counter Mobile Target -1 to be hit unless bailed out or damaged Mobile Fortress (Female) rolls 2d6 in assaults Landship if it would be destroyed roll 2 nd FP test, pass = destroyed, fail = damaged. Bail out results add a damage. 1 damage = cannot move, 2 = cannot fight, move or shoot. 3 rd damage causes motivation test. May repair each damage marker on skill test in starting step. Panzer Platoon Beutepanzer Tank Unit * Self-Defense MG Push It * Mobile Target * Landship Mk IV 6 6 8 8 2+ 2x OQF 6-pdr 24 2 2 6 4+ side-mounted Female MGs 16 6 6 3 6 each side Armor Front 1 Side 1 Top 1

Reserve Infantry Gun Platoon Reserve Infantry Gun Platoon Infantry Gun Platoon: 2x 7.62cm Krupp IG 210 pts 1x 7.62cm Krupp IG 105 pts Separate Batteries the platoon deploys Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. 7.62cm Krupp IG 16 2 1 5 3+ gun shield Regular Infantry Gun Platoon Regular Infantry Gun Platoon Infantry Gun Platoon: 2x 7.62cm Krupp IG 270 pts 1x 7.62cm Krupp IG 135 pts Separate Batteries the platoon deploys Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. 7.62cm Krupp IG 16 2 1 5 3+ gun shield

Reserve Artillery Battery Reserve Artillery Battery Artillery Battery: 4x 7.7cm FK96 n.a. 2x 7.7cm FK96 n.a. 545 pts 275 pts Add horse-drawn limbers: one per gun +5 pts Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. Gun Unit gun 2 2 4 6 5+ Limber 6 6 6 8 5+ 7.7cm FK96 24 2 1 8 3+ gun shield bombarding 64 ARTILLERY 2 4+ Regular Artillery Battery Regular Artillery Battery Artillery Battery: 4x 7.7cm FK96 n.a. 2x 7.7cm FK96 n.a. 710 pts 360 pts Add horse-drawn limbers: one per gun +5 pts Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. Gun Unit gun 2 2 4 6 5+ Limber 6 6 6 8 5+ 7.7cm FK96 24 2 1 8 3+ gun shield bombarding 64 ARTILLERY 2 4+

Reserve Artillery Detachment Reserve Artillery Detachment Artillery Detachment: 2x 7.7cm FK96 n.a. 1x 7.7cm FK96 n.a. 260 pts 130 pts Add horse-drawn limbers: one per gun +5 pts Separate Batteries the platoon deploys Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. Gun Unit gun 2 2 4 6 5+ Limber 6 6 6 8 5+ 7.7cm FK96 24 2 1 8 3+ gun shield bombarding 64 ARTILLERY 2 4+ Regular Artillery Detachment Regular Artillery Detachment Artillery Detachment: 2x 7.7cm FK96 n.a. 1x 7.7cm FK96 n.a. 340 pts 170 pts Add horse-drawn limbers: one per gun +5 pts Separate Batteries the platoon deploys Gun Shield team counts in bulletproof cover if shot at front in front of their base. Offers no protection against bombardments, or if the team moved at the dash. Gun Unit gun 2 2 4 6 5+ Limber 6 6 6 8 5+ 7.7cm FK96 24 2 1 8 3+ gun shield bombarding 64 ARTILLERY 2 4+