German Grenadiers Starter Army I – Third Edition

Box Contents

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

  • x6 German Grenadier Infantry sprues (36 Infantry) – Plastic
  • German Heer MMG Team – Metal
  • German Heer Medium Mortar – Metal
  • German Heer Medium Howitzer – Metal
  • German Heer Pak 40 Heavy AT Gun – Metal
  • Puma Armored Car – Plastic
  • StuG III/StuH 42 Assault Gun – Plastic

We Have Armor List

Rifle Platoon
Platoon Commander (Assault Rifle) – Vet – 39
+2 Extra Men (Assault Rifles) – Vet – 26
65pts
Heer Grenadier Squad – Reg – 10 men – 100
x2 LMG – 30
130pts
Heer Grenadier Squad – Reg – 10 men – 100
x2 LMG – 30
130pts
Heer Grenadier Squad – Vet – 10 men – 130
x1 SMG – 4
x5 Assault Rifles – 30
x2 Panzerfausts – 30
x1 LMG – 15
209pts
Heavy Weapons Platoon
Platoon Commander (Assault Rifle) – Reg – 3030pts
Mortar Team – Reg – 30
Upgrade to Med. Mortar – 15
Spotter – 10
55pts
Medium Machine Gun Team – Vet – 6565pts
Artillery Platoon
Platoon Commander (Assault Rifle) – Reg – 3030pts
Anti-Tank Gun – Vet – 65
Upgrade to Heavy Anit-tank Gun – 50
Gun Shield
115pts
Armored Platoon
Heavy Armored Car (Puma) – Vet – 114
Replace all weapons with 1 turret-mounted Medium AT Gun and co-ax MMG, upgrade the Armor to 8+ – 60
Command Vehicle – 10
184pts
StuG III and IV (StuH 42) – Vet – 186
Replace all weapons with a casement-mounted forward-facing Medium Howitzer and 1 forward-facing MMG – 50
236pts
Total11 Order Dice1249pts

Breakdown

  • Rifle – 19
  • SMG – 1
  • Assault Rifle – 10
  • LMG – 5
  • Panzerfaust – 2
  • MMG – 1 (2)
  • Medium Mortar – 1
  • Heavy AT Gun – 1
  • Medium AT Gun – (1)
  • Medium Howitzer – (1)

(x) denotes a vehicle-mounted weapon.

Notes and Analysis

The objective of this list is two-part – 1) use as much of the Starter Army as possible and 2) make a List that works at a competitive level. Please keep in mind, this List was written using only the contents of the Starter Army.

The goal of this breakdown is to take a look at the German Grenadier Starter Army and see how we can adapt it to the Third Edition platoon structure. I don’t know what the future holds or if Starter Army boxes will be changed/updated but right now, we are looking at the one that is currently available as of Sept. 9, 2024.

What we have here is an army that contains four Platoons (the maximum number Warlord Games suggests for events). This is a mixed-quality force with Veteran and Regular units supporting each other. This Army List has eleven Order Dice which I suspect to be low for Bolt Action Third Edition, especially at 1,250. Keeping this in mind you will need to play cagey and exploit any opportunity that presents itself. Also, this is an achievement in itself to reach 1,250pts just using one Starter Army Box!

The core of this list is two 10-man Regular Heer Grenadier Squads with duel LMGs along with the StuH 42 and Puma. The double-LMG units can provide support from a distance and benefit from the Hitler’s Buzz Saw Army Special Rule allowing them to gain an additional die when shooting for each LMG. This will allow you to have effective firepower at a distance and help keep enemy infantry and soft-skin vehicles at bay. The Puma is an excellent addition and a valuable asset. It packs a Medium AT Gun with Pen +5 which can help take care of most enemy armor. More importantly, this unit has Recce which will allow it to escape from enemy attacks as long as it has not yet received an order that turn. The final core unit is our StuH 42. This beast of a Self-Propelled Artillery unit (SPG) has Armor 9 and a Medium Howitzer that uses a 3” HE template at PEN +3. This allows the StuH 42 to be a menace to infantry while also being a threat to vehicles with Armor 9 or less.

For our support units, we have the MMG Team, Medium Mortar, Pak 40, and a 10-man Veteran Heer Grenadier Squad with loads of Assault Rifles and a couple of Panzerfausts. Again with the German Army Special Rule, the MMG Team is a head above the other nations in the game getting to add an additional shot when firing. Keep this unit back with the duel-LMG squads to help provide a base of fire to prevent the opposing army from a quick advance.

Now we also don’t want the opposing army to just sit back and plink away at this army either. This is where the Medium Mortar comes in. HE 2” is very effective against infantry. Taking out Regular and Inexperienced infantry units with a damage roll of 2+, and can even give Armor 9 vehicles a hard time if you roll a lucky hit. This unit will make sure your opponent’s static units are not safe while in cover from all your LMG and MMG shots.

The Pak 40 is no slouch in the anti-armor department. It is a Heavy Anti-tank Gun with a Pen value of +6. This is effective against tanks up to Armor 10. Although this is another backline support unit, remember you have two vehicles in this army. Having a backline AT Gun in the right position can make your opponent second guess moving their armored vehicles and refrain from engaging yours if they have to move into the line of sight of your Pak 40. If the situation allows, giving this unit an Ambush Order can be an effective way to provide your armor some security.

Lastly, we have the Veteran Heer Grenadier Squad. This unit consists of 10 men. Veteran units do not get cleared off the table easily. Now this unit can be used in two ways depending on how the game is going, what mission is being played, and depending on your opponent’s force. If your opponent has an aggressive force that wants to push into your line, this unit can be used as a contingency plan. If the opponent gets too close this unit can rush in to make a counterattack and drive an enemy unit away. On the other hand, if you are pushing towards the enemy lines and the mission allows for it, this unit can push forward moving through cover to support your AFVs or be placed in Outflank (if the mission allows). This unit is armed to the teeth. It has 5 Assault Rifles with 18” range and 2 shots each and an SMG. That’s 12 shots from just 6 models. It also has an LMG allowing the unit to engage from up to 36” inches away. Equipping the unit this way makes it versatile. It can sit back and provide support or if needed it can move up and cause a lot of damage. But let’s not forget the Panzerfausts. These weapons are powerful! Be careful, however, the Panzerfausts are one-shot weapons meaning each one can only be used once. They pack a whooping +6 Pen so they can deal with the strongest tanks in the game if they come into the 12” range of the weapon and you roll your hit roll successfully. They can also be used to blast away enemy units that are taking cover in a building (new for Third Edition!). The Panzerfausts are effective at keeping the enemy armor at bay on both the defensive and offensive.

So there we have it! A mixed-quality list with two AFVs. We are limited to what’s included in the Starter Army box but I think this list will do just fine getting one started and for many more games after.

What’s Next?

Thoughts and musings on where to go from here:

  • Get a Sd.Kfz 222 Armored Car – The armor in this list takes up a lot of points. A 222 could replace the Puma or StuH 42 with an effective AFV that costs considerably less. It is fantastic on the table and has Recce which allows it to survive longer in the game. It has a Light Autocannon that fires two shots. This gives it a higher probability to hit.
  • Drop one or both of the LMG units – Add some MMGs. The infantry LMG units are great but you can provide the same backline ranged support for fewer points using MMG Teams. With the points saved, you can focus more on building Infantry units that are effective in close combat while still having ranged support.
  • Autocannons – The Germans have more Autocannon choices than any other nation. These can be used along with your Pak 40 in the Artillery Platoon. They are great because they roll two shots per barrel improving your odds to hit. They also have the option to fire HE or AT rounds. They can be used effectively against infantry and Heavy Auto Cannons are even effective against many AFVs.

Shane

Return to the Starter Army Box Breakdowns.

16 thoughts on “German Grenadiers Starter Army I – Third Edition

    1. Sure thing! The way that unit entries are listed currently in Third Edition makes it a tad confusing.

      The unit entry is “StuG III and IV”. The vehicle is Armor 9 and has a casement-mounted forward-facing Light Howitzer. Now, this specific unit entry has several additional options. You can make it a StuG IV for +60pts and that swaps the Light Howitzer for a Heavy AT Gun. Or you can make it a StuH 42 and that swaps the Light Howitzer for a Medium Howitzer for +50pts.

      The practical difference is that a StuH 42 had a bigger Howitzer and a StuG has a AT Gun (except for the StuG III, that’s a Light Howitzer).

      I hope to see the unit entries broken out again like we had in Second Edition once the Armies of books are released next year.

      Hope that helps!

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  1. Hello! New player here and I’m looking to adapt parts of this list to build the 12 Band of Brother Grenadiers, and 30 Blitzkrieg infantry I currently have.

    For clarification, the squad below:
    Heer Grenadier Squad – Vet – 10 men – 130
    x1 SMG – 4
    x5 Assault Rifles – 30
    x2 Panzerfausts – 30
    x1 LMG – 15

    Am I correct in thinking that modelwise, this translates to:
    1 NCO with Assault Rifle

    X2 Grens with AR + Panzerfaust
    x2 Grens with AR
    x1 Gren with SMG
    X2 Gren with Kar98k
    x1 Gren as assistant loader
    x1 Gren with LMG

    If this is the case, the SMG can also be swapped to an AR if the points allow for it right?

    Thanks!!!

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    1. Hey James,

      Thanks for the question. Yes, the AR can be for the NCO. Also your break down is what I had in mind. And of course if the points allow that SMG could be an AR. I just didn’t have the 2 extra points needed in this list to make that SMG an AR!

      best,

      Shane

      Liked by 1 person

      1. What are the rules or etiquette when you run out of AR bitz? In other words, if I want to build LT+1 both w/AR, NCO w/AR +2 LMG (small squad) adding 5 w/AR for a large squad. Ideally I want WYSIWYG, but if I have to settle for mixed rifles/AR but pay the points for and declare the whole unit as AR; will I get a lot of grief?

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    1. There are all kinds of changes you could make to drop from 1,250 to 1k. Depending on what you want to run you could:

      – Drop the Artillery Platoon (the Platoon Commander and Heavy AT Gun)
      – Drop the StuH 42 down to a StuG III
      – Drop the “tools” from the Vet Grenadier to save on equipment costs
      – Drop the Vet Grenadiers down to Reg
      – Reduce the 10-man squads down to 7 or 8
      – Drop the Tank Platoon and then boost the Reg Grenadier to Vet

      Honestly the choice is yours! The big question to ask is if you you want to keep the Armored Platoon or not.

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  2. Thank you very much for this article. I am looking to start Bolt Action and have been on the fence about these older starter boxes in the new edition.

    It’s hard not to pull the trigger after seeing how much value you can bring out of these!

    Liked by 1 person

  3. Cheers Ein! The current Starter Armies are working surprisingly well for Third Edition (for the most part). I’m sure we will see updated boxes from Warlord soon enough! Thanks for reading!

    Like

    1. Hey Larkin – it is. Well, sort of. This army list uses the German Army List from the Bolt Action Rulebook, not Armies of Germany.

      So it is valid, but it’s not using the most recent rules. We have a few army lists that use Armies of Germany though.

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