Fallschirmjäger Starter Army II

Box Contents

The Fallschirmjäger Starter Army is a mix of plastic and metal models containing:

  • x6 Fallschirmjäger sprues (36 Infantry) – Plastic
  • Fallschirmjäger Sniper Team – Metal
  • Fallschirmjäger Panzerschreck Team – Metal
  • Fallschirmjäger Flamehtrower Team – Metal
  • Fallschirmjäger Medium Mortar Team – Metal
  • Fallschirmjäger PAK 40 Heavy AT Gun – Metal
  • Sd.Kfz. 251/1 Hanomag – Plastic
  • StuG III (Ausf. F/G/H or StuH 42) – Plastic

The “Make or Break!” Early War List

Standard Reinforced Platoon
Officer
2nd Lt (Rifle or SMG) – Regular – 50
x1 Buddy (Rifle or SMG) – 10
60pts
Infantry
Fallschirmjäger Squad (Early) – Veteran – 5 men – 70
x3 SMG – 9
Stubborn
79pts
Fallschirmjäger Squad (Early) – Veteran – 5 men – 70
x3 SMG – 9
Stubborn
79pts
Fallschirmjäger Squad (Early) – Veteran – 8 men – 112
x1 NCO SMG – 3
Stubborn
115pts
Fallschirmjäger Squad (Early) – Veteran – 6 men – 84
x1 LMG – 20
Stubborn
104pts
Sniper Team – Veteran – 6565pts
Flamethrower Team – Veteran – 6565pts
Medium Mortar Team – Veteran – 65
Spotter – 10
75pts
Medic – Veteran – 3030pts
Tank
Stug III Ausf. G/H – Regular – 230
Schürzen – 10
240pts
Transport
Sd.Kfz. 251/1 Hanomag – Regular – 8989pts
Total11 Order Dice998pts

Breakdown

  • Rifle – 17/19
  • Pistol – 2
  • SMG – 7/9
  • LMG – 1
  • MMG – (2)
  • Sniper – 1
  • Flamethrower – 1
  • Medium Mortar – 1
  • Heavy AT Gun – (1)

(x) denotes a vehicle-mounted weapon.

Notes and Analysis

The objective of this list is two part – 1) use as many of the components from the Starter Army as possible and 2) make a List that work at a competitive level. Please in mind, this List was written using only the content of the Starter Army.

This is a riskier List with a very fitting “Make or Break!” title. We have two squads that are lowest limit for squad size with only five men each. But to make the best use of what is on hand and to pack them both inside the Sd.Kfz.251/1 halftrack transport, we will need to do this “sacrifice”. The idea is that the two five-man Veteran FJ squads with SMGs get in the Transport with the Flamethrower Team (Total of 12 miniatures) and make their way to the enemy. They can be either your heavy spearhead, with the Sd.Kfz 251/1 firing its MMG right up the middle, or even better as a surprise Reserve unit coming from Outflank and wreaking havoc.

For the other two squads, the Medic and the 2nd Lt. with his buddy, I have a more mixed approach. I’m trying to be more historically accurate in terms of Early War. The smaller squad with the LMG, should be your suppression squad, softening up enemy units or giving covering fire (Ambush). For the other squad, which will be running with the 2nd Lt. and Medic. Don’t forget that all your FJ units benefit from the Stubborn rule.

Can’t have a list without a Medium Mortar, can we? Well we can, but as it is part of the Starter and we have no other viable options – and it is really good. Even if it doesn’t hit anything, it will build up the pressure on your opponent to act with the unit you are targeting. With that spotter it will be even harder for your opponent to counter the Mortar. Sniper I think don’t need any introduction and use again, but go for the specialized units – block lanes with his presence, make your opponent reconsider. Bolt Action is not only a game of dice and “who has the better units on the table”, Bolt Action is also about psychological warfare and deception. Either use a unit to actively try to destroy an enemy unit, or use it to block lanes, force your opponent to reconsider a decision, or force him to move with indirect fire, even if he doesn’t intended to in first place. Use a shiny big unit to attract his focus (big tanks for example) and so on. But that is maybe for another, separate Post 😉

Let’s get back to this List! Last but not least we have our thematic StuG III Asuf. G/H with some Schürzen to protect our sides, which is Important, as we can not retarget without moving, due to the lack of the turret. However, don’t forget that we have an 360° degree radio controlled MMG available! Use it for those infantry units trying to outflank your StuG.

As a small Reminder: Be Aware of SdKfz. 251/1 staying close to your units so it doesn’t get destroyed after your squads disembarked. Also make good use of that MMG it has and suppress and Pin some opponents.


What’s Next?

Considerations for next steps and expanding your FJ collection:

  • Add a Howitzer, Light or Medium – With only a Medium Mortar, the List lacks HE. Adding a Light or Medium Howitzer will give you some extra HE support, and you’ll need it. There is not enough small arms to stop a horde, HE is the answer.
  • Kübelwagen for Flamethrower/Panzerschreck QR Team – The 251/1 is expensive. Crazy expensive for what it offers. For those 89pts you can get both a Reg. Kübelwagen and a Vet. Flamethrower Team. Plus, the Kübelwagen is faster than the 251/1 and will get your Flamethrower or Panzerschreck where you need it to be.
  • Add an Armoured Car like the Sdkfz. 231 8-Rad – To give your list some speed and agility, considers adding an Armored Car. The 231 8-Rad is great pick. It’s closed-topped, has Recce with Dual Direction Steering, a Light Autocannon and fits the FJ Theme.
  • Drop the StuG III for a different Medium Tank – I wish the Stug were better. I really do, it’s so iconic. Sadly it’s just completely outclassed by other options. The Panzer IV Ausf. H/J packs a turret-mounted Heavy AT Gun, coax MMG, hull mount MMG and Tiger Fear for 235pts Reg. No, you read that right. It’s just 5pts more than the Stug III.

Daniel

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