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SS-Panzergrenadierkompanie

Fearless Veteran

SS Motorised Grenadier Company


Infantry Company

German

Late-War

Platoon
Headquarters SS-Panzergrenadierkompanie HQ - p.197

Qty
1 1 1 1 1 6 3 1 6 1 1 1 2 1 1 2 1 4 4 1 1 1 3 1 1 2

Unit
Cmd SMG team Cmd Panzerfaust SMG team Kfz 15 field car Motorcycle & Sidecar Cmd Panzerfaust SMG team MG team 3-ton truck Cmd Panzerfaust SMG team MG team Cmd SMG team Observer Rifle team Kubelwagen 8cm GW34 mortar 3-ton truck Cmd SMG team 7.5cm PaK40 gun Warrior Command Ernst Barkmann in Panther A Panzer IV H Sd Kfz 234/2 (Puma) Cmd SMG team Observer Rifle team Kubelwagen 15cm NW41 Cmd SMG team Kfz 15 field car 3.7cm FlaK43 on Opel truck Company Points:

Points
65

Combat Platoons SS-Panzergrenadier Platoon - p.197 SS-Panzergrenadier Platoon - p.197 SS-Heavy Platoon - p.198

235 230 80

Weapons Platoons Light SS-Anti-tank Gun Platoon - p.199 Support Platoons Warrior Command Ernst Barkmann in Panther A p.183

120

275 360 230 105

21. Panzer Platoon - p.53 Confident Veteran Allied Platoon Puma SS-Panzersph Platoon - p.206 Rocket Launcher Battery - p.227 Confident Veteran Allied Platoon SS-Anti-aircraft Gun Platoon - p.211

80 1780

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Source document: Atlantik Wall book

Arsenal
Tank Teams
Name Weapon Mobility Range
Standard Tank 32"/80cm Standard Tank

Front ROF
10 2 6

Side Anti-tank
5 14 3

Top Equipment and Notes Firepower


1 3+ 1 Co-ax MG, Hull MG, Wide tracks. Co-ax MG, Hull MG, Protected ammo, Schrzen.

Tanks
Panther A 7.5cm KwK42 gun Panzer IV H

7.5cm KwK40 gun

32"/80cm
Wheeled 24"/60cm Jeep 24"/60cm

2
4 3 2

11
6 0 9

3+
4+ 0 4+ Gun shield. Anti-aircraft, Portee. Co-ax MG, Recce.

Anti-Aircraft (SP)
3.7cm FlaK43 on Opel truck 3.7cm FlaK43 gun

Armoured Cars
Sd Kfz 234/2 (Puma) 5cm KwK39 gun

Gun Teams
Weapon
15cm NW41 rocket launcher 8cm GW34 mortar Firing bombardments 7.5cm PaK40 gun

Mobility
Light Man-packed

Range
64"/160cm 24"/60cm 40"/100cm 32"/80cm

ROF
2 2

Anti-tank
3 2 2 12

Firepower Notes
4+ 3+ 6+ 3+ Rocket Launcher, Smoke bombardment. Smoke, Minimum range 8"/20cm. Smoke bombardment. Gun shield.

Medium

Infantry Teams
Team
MG team Panzerfaust

Range
16"/40cm 4"/10cm

ROF
3 1

Anti-tank
2 12

Firepower Notes
6+ 5+ ROF 2 when pinned down. Tank Assault 6. Cannot shoot in the Shooting Step if moved in the Movement Step. Full ROF when moving.

Rifle team SMG team

16"/40cm 4"/10cm

1 3

2 1

6+ 6+

Transport Teams
Vehicle Mobility
Jeep Jeep Wheeled

Front
-

Side
-

Top
-

Equipment and Notes

Trucks
Kfz 15 field car Motorcycle & Sidecar or Kubelwagen Opel Blitz 3-ton truck Optional Passenger-fired hull MG.

Vehicle Machine-guns
Weapon
Vehicle MG

Range
16"/40cm

ROF
3

Anti-tank
2

Firepower
6 ROF 1 if other weapons fire.

Special Rules
21. Panzer Platoon - p.53 You may not have more than one Sherman III tank and one Firefly VC tank in your force. Light SS-Anti-tank Gun Platoon - p.199 Light SS-Anti-tank Gun Platoons may make Combat Attachments to SS-panzergrenadier Platoons. Puma SS-Panzersph Platoon - p.206 A Company that fields a Puma SS-Panzersph Platoon cannot field any Half-tracked SS-Panzersph Platoons, Light SSPanzersph Platoons, or Heavy SS-Panzersph Platoons. Panzersph Patrols are Reconnaissance Platoons. Panzersph Patrols operate as separate platoons, each with their own command team. Rocket Launcher Battery - p.227 At the start of the game, place a Full Salvo marker with a platoon equipped with 30cm NW42 Super-heavy Rockets. Remove this marker after firing an Artillery Bombardment. If a platoon with Super-heavy Rockets does not have a Full Salvo marker when it fires an Artillery Bombardment, roll a Skill Test for each Rocket Luancher able to fire in the Bombardment. Only those that pass the Skill Test can fire as part of the Bombardment. Place a Full Salvo marker on a platoon with Super-heavy Rockets at the end of any Shooting Step in which every Rocket Launcher in the platoon was able to fire an Artillery Bombardment, but none did so. SS-Heavy Platoon - p.198 SS-Heavy Platoons may make Combat Attachments to SS-Panzergrenadier Platoons.

SS-Panzergrenadierkompanie HQ - p.197 Instant Readiness A Gepanzerte SS-Panzergrenadier Platoon, an SS-Panzergrenadier Platoon, an SS-Panzerpionier Platoon, or an SS-Aufklrungs Platoon that was not Pinned Down at the start of the Assault Step and becomes Pinned Down in the Assault Step, takes a Motivation Test. If the test is passed, remove the Pinnned Down marker. Otherwise, the platoon remains Pinned Down. If the platoon is Pinned Down by Defensive Fire, they still fall back and the assault is over. One-way Trip to Heavy When a Gepanzerte SS-Panzergrenadier Platoon, an SS-Panzergrenadier Platoon, an SS-Panzerpionier Platoon, or an SSAufklrungs Platoon fails a Motivation Test to Counterattack during an assault, it has the option to either Break Off as normal or continue the assualt. If the platoon elects to continue the assault, they fight on as if they had passed the Motivation Test. However, if they fail any further Motivation Tests to Counterattack in this assault, then the platoon is immediately Destroyed as if they had failed a Platoon Morale Check. Panzer Ace Before the game begins, roll a die for the Company Command team of each SS-Panzerkompanie. Look up the Tiger Ace Skills table on page 244 of the rulebook to find the skill possessed by this veteran. If the roll is a 6, simply choose the skill of the commander rather than rolling further. Where the skill refers to Tiger tanks or 8.8cm tank guns, treat it as referring to the commander's own tank and its main gun. The effects of the Tiger Ace Skills only apply to the Company Command team. SS Troops use all of the German special rules on pages 241 to 245 of the rulebook as well as the following division-specific special rules. You must choose to field your force from 1. 'Leibstandarte SS Adolf Hitler' SS-Panzerdivision, 2. 'Das Reich' SSPanzerdivision, 9. 'Hohenstaufen' SS-Panzerdivision, 10. 'Frundsberg' SS-Panzerdivision or 12. 'Hitlerjugen' SS-Panzerdivision. The division you choose will determine which of the following special rules your force will use. 1. SS-Panzerdivision and 2. SS-Panzerdivision companies use the Panzer Ace and Instant Readiness special rules. 9. SS-Panzerdivision, 10. SS-Panzerdivision, and 12. SS-Panzerdivision companies use the Panzer Ace and One-way Trip To Heaven special rules. Warrior Command Ernst Barkmann in Panther A - p.183 At the same time as Warrior teams are deployed, place a Workshop in your deployment area. The Workshop must be in German hands for Barkmann's Panther tank to be repaired. If the enemy take the Workshop (in the same manner they would take an Objective, see page 258 of the rulebook), they capture it and the Workshop is removed from the game. If Barkmann is Destroyed while mounted in a Panther tank, place his Panther tank adjacent to the Workshop (see above) instead of leaving it where it was destroyed. His platoon may appoint a new Platoon Command team using the Mission Tactics special rule as usual when they lose their Platoon Command team and continue to operate without him. Barkmann always re-rolls failed To-Hit rolls with his Panther's 7.5cm KwK42 gun. If Barkmann is shot at, he is treated as Gone to Ground if he is Concealed and did not move in his turn, even if he did shoot in his turn. In each Starting Step when you would roll for Reserves to arrive, if there are no enemy teams within 4"/10cm of Barkmann's Panther tank or the Workshop, roll a die. On a roll of 5+, his vehicle is repaired and is ready for battle. It is no longer Destroyed. Remove the Workshop when Barkmann's tank is repaired. Barkmann and his repaired Panther A tank are no longer part of his SS-Panther Platoon. Otherwise, the repairs are still progressing. If the Workshop has been removed or captured, and Barkmann is Destroyed, leave his model on the Table as a Destroyed Armoured Vehicle (see page 103 of the rulebook). As a Warrior, Barkmann will normally attempt to take over another tank if he survives when his tank is Destroyed. You may choose not to do this and have him Destroyed in his own tank to take advantage of the Barkmann's Workshop rule if you prefer. Obserscharfhrer Barkmann is a Warrior Command Panther A rated as Fearless Veteran. Barkmann replaces the Command tank of an SS-Panther Platoon for +60 points in an SS-Panzerkompanie (page 184). Alternatively, he may join a Gepanzerte SS-Panzergrenadierkompanie (page 188), SS-Panzergrenadierkompanie (page 196), or SS-Panzerpionierkompanie (page 200) for +275 points in place of an SS-Panther Platoon support choice.