Infantry
| Heer Infantry Squad | |
|---|---|
| Cost | Regular Infantry 50pts, Veteran Infantry 65pts |
| Composition | 1 NCO and 4 men |
| Weapons | Rifles |
| Options | – Add up to 5 additional men with rifles at +10pts each (Regular) or +13pts (Veteran). – The NCO can have a SMG instead of a rifle for +4pts. – Up to 1 man can have a LMG for +15pts – another man becomes the loader. – The entire squad may be mounted upon bicycles for +1pts per man. – The squad can be given Anti-Tank Grenades for +2pts per man. |
| Special Rules | – Bicycles (if the option is taken). – Tank Hunters (in anti-tank grenades taken). |
| Heer Grenadier Squad | |
|---|---|
| Cost | Regular Infantry 50pts, Veteran Infantry 65pts |
| Composition | 1 NCO and 4 men |
| Weapons | Rifles |
| Options | – Add up to 5 additional men with rifles at +10pts each (Regular) or +13pts each (Veteran). – The NCO and up to 6 men can have SMGs instead of rifles for +4pts each. – The NCO and up to 9 men can have Assault Rifles instead of rifles for +6pts each. – Up to 2 men can have a LMG for +15ps – for each LMG included another man becomes the loader. – Up to 4 men can have a Panzerfuast in addition to other weapons for +15pts each. – The squad can be given Anti-Tank Grenades for +2pts per man. |
| Special Rules | – Tank Hunters (in anti-tank grenades taken). |
| Kradschutzen Squad | |
|---|---|
| Cost | Regular Infantry 60pts |
| Composition | 1 NCO and 5 men |
| Weapons | Rifles |
| Options | – Add up to 3 additional men with rifles at +10pts each. – The NCO and up to 1 man can have SMGs instead of rifles for +4pts each. – Up to 1 man can have a LMG for +15pts – another man becomes the loader. – The entire squad may be mounted upon motorcycles for +5pts per man. |
| Special Rules | – Motorcycles: A mounted squad use the Motorcycles rules. |
Tanks
| Panzer VI Tiger II | |
|---|---|
| Cost | 440pts Regular, 528pts Veteran |
| Weapons | 1 turret-mounted Super-heavy Anti-tank gun with co-axial MMG and 1 forward-facing hull-mounted MMG |
| Damage Value | 11+ (super-heavy tank) |
| Options | – Add an additional pintle-mounted MMG for +15pts. |
| StuG III | |
|---|---|
| Cost | 124pts Inexperienced, 155pts Regular, 186pts Veteran |
| Weapons | 1 casement-mounted forward-facing Light Howitzer |
| Damage Value | 9+ (medium tank) |
| Special Rules | – Schurzen (if taken) |
| StuG III Ausf F, G, H and StuG IV | |
|---|---|
| Cost | 184pts Inexperienced, 215pts Regular, 246pts Veteran |
| Weapons | 1 casement-mounted forward-facing Heavy Anti-Tank Gun and 1 forward-facing MMG. |
| Damage Value | 9+ (medium tank) |
| Options | – StuG G, H may have Schurzen Armor Skirts for +10pts. |
| Special Rules | – Schurzen (if taken) |
| StuH 42 | |
|---|---|
| Cost | 174pts Inexperienced, 205pts Regular, 236pts Veteran |
| Weapons | 1 casement-mounted forward-facing Medium Howitzer and 1 forward-facing MMG |
| Damage Value | 9+ (medium tank) |
| Options | – May have Schurzen Armor Skirts for +10pts. |
| Special Rules | – Schurzen (if taken) |
| StuG 33b | |
|---|---|
| Cost | 289pts Inexperienced, 320pts Regular, 351pts Veteran |
| Weapons | 1 casement-mounted forward-facing Heavy Howitzer and 1 forward-facing hull-mounted MMG |
| Damage Value | 10+ (heavy tank) |
| Jagdpanther | |
|---|---|
| Cost | 320pts Regular, 384pts Veteran |
| Weapons | 1 hull-mounted forward-facing Super-heavy Anti-tank Gun and 1 forward-facing hull-mounted MMG |
| Damage Value | 10+ (heavy tank) |
| Jagdtiger | |
|---|---|
| Cost | 384pts Regular, 435pts Veteran |
| Weapons | 1 hull-mounted forward-facing Super-heavy Anti-tank Gun and 1 forward-facing hull-mounted MMG |
| Damage Value | 11+ (super-heavy tank) |
| Special Rules | – The 128mm Pak 44 was almost as effective at long ranges as at short range – so it does not suffer the -1 penetration penalty when shooting at targets over half range. It count it full +7 Pen bonus at all ranges. |
| Marder | |
|---|---|
| Cost | 84pts Inexperienced, 105pts Regular, 126pts Veteran |
| Weapons | 1 forward-facing Medium Anti-tank Gun |
| Damage Value | 7+ (armored carrier) |
| Special Rules | – Open-topped |
| Marder II | |
|---|---|
| Cost | 119pts Inexperienced, 140pts Regular, 161pts Veteran |
| Weapons | 1 forward-facing Heavy Anti-Tank Gun and 1 crew-carried MMG with 360-degree arc of fire |
| Damage Value | 7+ (armored carrier) |
| Special Rules | – Open-topped – The crew can either shoot the Marder’s main gun or the MMG, but not both. |
| Marder III | |
|---|---|
| Cost | 124pts Inexperienced, 145pts Regular, 166pts Veteran |
| Weapons | 1 forward-facing Heavy Anti-Tank Gun and 1 forward-facing hull-mounted MMG |
| Damage Value | 7+ (armored carrier) |
| Options | – May replace the hull-mounted MMG with a pintle-mounted MMG with 360-degree arc of fire for +5pts (Marder III Ausf M) |
| Special Rules | – Open-topped |
