german light panzer company - flames of war
TRANSCRIPT
Light Armoured CompAny
Reluctant
confident
feaRless
conscRipt
tRained
VeteRan
motivAtion And SkiLLThe Leichte Panzerkompanie (pronounced liesht-er pant-serr kom-pan-ee) is the core of a German armoured division, with most Panzer battalions having three or even four of them. A Leichte Panzerkompanie is rated as Confident Veteran.
(tAnk CompAny)
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Company HQ
HeadquaRteRs
67
Leichte Panzer Platoon
aRmouR
67
Leichte Panzer Platoon
aRmouR
67
Leichte Panzer Platoon
aRmouR
6769
Panzer III Platoon
Panzer II Platoon
aRmouR
6769
Panzer III Platoon
69
Mittlere Panzer Platoon
Kradschützen Platoon
Reconnaissance
81
Leichte Pionier Platoon
infantRy
89
infantRyPanzerschützen Platoon
Schützen Platoon
7975
Kradschützen Platoon
81
ReconnaissanceLight Panzerspäh Platoon
Mixed Panzerspäh Platoon
8283
Heavy Panzerspäh Platoon
83
aRtilleRyMotorised Light Artillery Battery
Motorised Heavy Artillery Battery
104105
anti-tankBunkerflak Platoon
Heavy Anti-aircraft Gun Platoon
106107
anti-aiRcRaftLight Anti-aircraft Gun Platoon
107
aiRcRaft
Air Support
102
You must field one platoon from each box shaded black and may field one platoon from each box shaded grey.A Leichte Panzerkompanie can have Luftwaffe platoons (marked ) as support options. Remember that Luftwaffe platoons retain their own ratings, and count as Allied Platoons (see page 183 of the rulebook).
Leichte Panzer Platoon
aRmouR
6767
Panzer II Platoon
Leutnant
Leichte Panzer Platoon
Command Panzerbefehlswagen
HQ Section
Leutnant
Panzer Section
Unteroffizier
Panzer II C (early) Panzer I
Panzer Section
Unteroffizier
Panzer II C (early) Panzer I
Army size: 1170 Points
Leichte Panzerkompanie HQ
HAUPTmann
HAUPTMANN
Company HQ
Company Command Panzerbefehlswagen
Panzer II C (early)
2iC CommandPanzer II C (early)
Panzer I
Leutnant
Leichte Panzer Platoon
Command Panzerbefehlswagen
HQ Section
Leutnant
Panzer Section
Unteroffizier
Panzer II C (early) Panzer I
Panzer Section
Unteroffizier
Panzer II C (early) Panzer I
Leutnant
Panzer III Platoon
Command Panzer III E
HQ Section
Leutnant
Panzer Section
Unteroffizier
Panzer Section
Unteroffizier
Panzer III EPanzer III E
Leutnant
Panzer II Platoon
Command Panzer II C
HQ Section
Leutnant
Panzer Section
Unteroffizier
Panzer Section
Unteroffizier
Panzer II C Panzer II C Panzer II C Panzer II C
These special rules reflect the doctrine and training that give German soldiers their edge in battle. These special rules are the standard rules from the rulebook (on pages 166 to 168). Not all of the special rules in the rulebook apply as the German Army has not yet developed some of the equipment it would later use to good effect.
Doctrine
kAmpfgruppe
The Kampfgruppe, or battle group, is an important part of German military operations. Leaders at every level form mission-specific task forces from any troops available.
Before deploying your force at the start of the game, you may take up to half of the Sections or Squads (excluding the HQ Section) from any Combat or Weapons platoons in the company and place them in a special Kampfgruppe Platoon. The 2iC Command team becomes the Platoon Command team for this platoon, ceasing to be an Independent team and no longer counting as a 2iC Command team. Teams placed in the Kampfgruppe Platoon are no longer part of their original platoons.
The Kampfgruppe Platoon counts as a platoon for all purposes including deployment and Company Morale Checks.
miSSion tACtiCS
Before battle, every soldier in the company is briefed on their mission and how it relates to the overall battle plan. Far from compromising security, this trust allows any soldier to take over when their superior is killed.
If a Platoon Command Infantry team is Destroyed, another team takes over immediately. Remove any other Infantry team in the platoon that is within Command Distance of the Command team and replace it with the original Platoon Command team.
If a Platoon Command Tank team is Destroyed, another team takes over immediately. Nominate any other Tank team in the platoon that is within Command Distance of the Destroyed Command team to be the new Platoon Command team.
If there is no team of an appropriate type within Command Distance, then the Platoon Command team is Destroyed and the platoon is left leaderless.
StormtrooperS
German soldiers have inherited the Stormtrooper ethos from their fathers in the First World War. While other armies wait for orders, the Stormtroopers are racing ahead to take their objective.
Any German platoon with a Platoon Command team may attempt a Stormtroopers move in its Assault Step.
Roll a Skill Test for each platoon.If the test is passed, the platoon treats the Assault Step as a Movement Step in which it can move up to another 4”/10cm, regardless of its normal movement distance.If the test is failed, the platoon cannot move any further this turn.
Either way, a platoon that attempts to make a Stormtroopers move cannot Launch an Assault in the same turn.
Although it is not the Movement Step, teams making a Stormtroopers move may mount and dismount as if it was a Movement Step.
Platoons cannot make Stormtroopers moves if they moved At the Double. Bogged Down or Bailed Out vehicles cannot make Stormtroopers moves.
Only Armoured vehicles can make Stormtroopers moves if they are Pinned Down. Other types of team cannot make Stormtroopers moves if they are Pinned Down.
Gun teams that shot earlier in the turn cannot make a Stormtroopers move. Teams of any type that have fired an artil-lery bombardment cannot make a Stormtroopers move.
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mounted ASSAuLt
Whereas most armoured infantry use their half-tracks as battle taxis to get them close to the enemy, then dismount and assault on foot, German Panzerschützen assault light op-position still mounted in their half-tracks.
A Transport team cannot normally Charge into Contact. However, a German Transport team from a platoon that is capable of making a mounted assault may do so. A Transport team making a mounted assault must not have mounted or dismounted passengers earlier in the turn.
In the first Assault Combat Round, one Infantry team carried as a passenger in each Transport team that is not Bailed Out
ArmoureD infAntry
may fight as if it was a Tank team (remember that Tank teams cannot assault Tanks). The Transport teams themselves cannot fight in the assault.
The passengers remain mounted in their half-tracks until the platoon launches a Counterattack, whereupon they must dismount.
Infantry teams that started the Assault Step dismounted fight alongside the half-track-mounted teams using the normal assault rules.
As the platoon is not made up entirely of Armoured Tank teams, it will fall back if Pinned Down by Defensive Fire, even if the vehicles’ armour protects the platoon from casualties.
tAnk teAms
ArmourName Mobility Front Side Top Equipment and Notes Weapon Range ROF Anti-tank Firepower
tAnkS
Panzer I A or B Half-tracked 1 1 1 Twin MG.
Panzerbefehlswagen Half-tracked 1 1 1 Hull MG.
Panzer II A to C (early) Fully-tracked 1 1 1 Co-ax MG, Protected ammo. 2cm KwK38 gun 16”/40cm 3 5 5+
Panzer III E or F Fully-tracked 3 3 1 Twin co-ax MG, Hull MG, Protected ammo. 3.7cm KwK gun 24”/60cm 3 6 4+
vehiCLe mAChine-gunS
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.Twin vehicle MG 16”/40cm 4 2 6 ROF 2 if other weapons fire.