Bolt action German tactics
Disclaimer: Although experienced, my experiences are of one individual.
Color Code: Cyan is a great, Green is good, Yellow is average or situational and Orange is just bad
Army Special Rules:
Blitzkrieg: All Officers can activate an additional unit when using "You men, snap into action!" rule. Makes German officers incredibly points efficient for their costs.
Initiative Training: If a squad loses its NCO, roll a d6. On a 2-6, another soldier takes the mantle. Select another model in the squad and remove them instead. This makes German NCOs very difficult to remove with snipers of exceptional shots. The enemy player is likely to remove the enemy machine gunner instead due to Hitler's Buzz Saw but still a useful if situational rule.
Hitler's Buzzsaw: All LMGs and MMGs shoot an additional shot. An incredibly simple yet useful special rule as German machine gun infantry basically have medium machine guns.
Tiger Fear: March 2022 FAQ: If an enemy unit within 18" that draws line of sight to a vehicle with the rule, they suffer a -1 leadership penalty and must roll for an order test even if they have no pin markers. Not as good as before where it would be with any unit that draws line of sight but it does force enemy bazooka teams in a predicament of risking an orders test or shooting from more than half their max range. The models with the rule tend to be expensive but can be used to great effect against ill prepared players.
HQ, Observers and Medics:
Officers: Your standard array of officers as seen elsewhere but superior to the rest due to Blitzkrieg. Can only be taken as regulars or veterans.
Medics: Standard medic. Medics in bolt action are very situational as they can only save men from small arms fire and only on a six. Additionally, medics are also very fragile on account of being a single model. Decent source for an extra order die.
Forward Observers: Standard forward observers. Nothing much more to say than that.
Infantry Squads:
Heer Infantry Squad: Max squad size: 10. Bog standard regular rated infantry squad armed with rifles. Can be mounted on bicycles for extra mobility on roads and their machine gun is a must take in most situations. Obligatory squad leader can buy a SMG if you want to be historically accurate.
Heer Veteran Infantry Squad: Max squad size: 10. See Heer Infantry squad but they are veterans, cost 3 more points per man.
Kradschützen Squad: Max squad size: 8. A Heer Infantry Squad that can take motorcycles for 5 pts per man and can't take AT grenades. An additional man can take an SMG. Excellent for if you want a highly mobile infantry without needing to buy a transport.
Heer Grenadier Squad: Max squad size: 10. Late war German Heer Infantry Squads that have been renamed as Grenadiers to improve morale. Superior to Heer Infantry due to the ability to take panzerfausts and assault rifles. Panzerfausts are one shot Panzerschrecks with a 12" range. Excellent forcing enemy armor to maintain their distance.
Heer Veteran Grenadier Squad: Max squad size: 10. Following the pattern of a Veteran Infantry Squad. Like their Regular counterparts, they can take panzerfausts and assault rifles but can have entire squad take assault rifles instead of just 3 men. Additionally, they can take a second LMG which greatly improves their defensive capabilities.
Heer Pioneer Squad: Max squad size: 10. A veteran infantry squad that can take up to 7 submachine guns and a flamethrower. An excellent source for a flamethrower and can also function as a cheap assault squad as they have the largest source of SMGs for the Germans. However they are overshadowed by...
Sturmpioniere (Assault Engineer) Squad: Max squad size: 10. A superior Pioneer squad that can take panzerfausts, a sturmpistole (panzerfaust with +3 Pen but doesn't have the one shot rule) and a special rifle grenade launcher. Can take the same amount of submachine guns, same points per man but more options making them a strictly superior version of their Heer counterparts.
(Early War) Fallschrimjager Squad: Max squad size: 10. A Heer Veteran Infantry squad with stubborn. Can take 2 more SMGs but lose the ability to buy bikes. A very mediocre unit, especially with the additional supplements providing much superior early war Fallschrimjagers.
(Late War) Fallschrimjager Squad: Max squad size: 10. A Veteran Grenadier Squad with stubborn. Their ability to take 2 LMGs, 10 assault rifles or 7 SMGs as well as panzerfausts make them a much better unit. Rifles and Light Machineguns can be use to hold ground while assault rifles or SMGs paired with panzerfausts allows them to be a very good assault albeit expensive assault unit.
(Early War) Gebirgsjager Squad: Max squad size: 10. A Veteran Heer Infantry squad that can take an extra SMG and trades bicycles for skis. Their relevance is dependent on the terrain present.
(Early War) Gebirgsjager Squad: Max squad size: 10. A Grenadier Squad at Veterans that can take skis but can only take one LMG still. Again their effectiveness really depends on the terrain. A Veteran Grenadier Squad is much more flexible with weapons but Gebirgsjagers can move much more effectively on snows if skis are brought.
(Early War) Waffen SS Squad: Max squad size: 10. The infamous Schutzstaffel, their preferential treatment means that they can take a second LMG and be given 2 additional SMGs. Fanatics can be purchased at 3 pts per man making them much harder to rout.
(Late War) Waffen SS Squad Max squad size: 10. Late War Fallschrimjagers but replace stubborn with the ability to buy fanatics. Their purchase options allow them to be very flexible.
Waffen SS Cavalry Squad Max squad size: 10. Early War Waffen SS squad with the ability to buy horses for 3 pts. A cheaper motorcycle squad that is used to quickly hold a position before dismounting. Terrible at fighting on horseback due to rifles counting as pistols while mounted.
Ostruppen Squad Max squad size: 10. Despite the beliefs of Company of Heroes 2 players, you cannot always count on Ostruppen. Inexperienced Infantry with Shirkers, these guys will crumple under any sort of fire but are dirt cheap at 4 points per man. Great for filling out the last points in a list and providing extra order dice.
Volks Grenadiers Squad Max squad size: 10. A green squad that has the starting squad priced at Veterans but each subsequent man can be taken at 8 pts. They can be uprated as Veterans if they become Regulars as part of the Green rules and have a Late War Fallschrimjager like TO&E but can have everyone take SMGs. Ultimately overpriced.
Luftwaffee Field Divisions Squad Max squad size: 10. Green infantry that can't take LMGs. Can take bicycles. Overall a cheap way to fill out points if you want infantry that are slightly better than Ostruppen. With the FAQs, they can take a single LMG.
Volkssturm Squad Max squad size: 10. Another cheap Green infantry squad but they can take up to 4 panzerfausts and can take bikes. With the FAQs, they can also take Luftfausts which are 48" one shot light autocannons with Flak and Krumlauf Assault Rifles. Assault Rifles that can be fired at -1 to hit even if the unit is Down.
Hitler Youth Squad Max squad size: 10. A Volksgrenadier Squad but cheaper (gain Fanatic instead of Veteran). In exchange for less options in the firepower department, up to 5 guys can take panzerfausts and they can also take bikes.
Kriegsmarine Squad Max squad size: 10. A non-green Inexperienced Infantry squad that can take a LMG. Effectively becoming an inexperienced LMG team with 3 ablative wounds. Strictly inferior to the Luftwaffee counterparts.
Infantry Teams:
Medium Machine Gun Team A bad choice made even worse with Hitler's Buzzsaw and the prevalence of 2 LMG infantry squads in the German army lists.
Panzerschreck Team Although the Panzerschreck is the best infantry based anti-tank weapon in the game, German infantry can take panzerfausts which have the benefit of being much more durable. Will fuck up light tanks if the shot connects.
Anti-Tank Rifle Team Great way of throwing pins on light tanks and threatening armored cars and soft skinned vehicles for a cheap price.
Goliath A 3 man infantry squad that can be taken as regulars or veteran. They come with a Goliath remote controlled mine. The primary issue is that the Goliath cannot target vehicles that have moved, cannot threaten Reece vehicles and has a 2/3rds chance of having nothing happen. Can utterly fuck up units in buildings and vehicles if it blows but as the unit is a 3 man squad, it does not benefit from the small size special rule.
Sniper Team/u> Bog standard sniper team, a must have for threatening enemy weapons teams and artillery.
Flamethrower Team Bog standard flamethrower squad that can take 2 one shot flamethrowers instead. There is a debate regards to small size vs the protection of multiple people in regards to flamethrowers but either way, they're a great way to lay down pins and wipe non-stubborn (and due to the FAQ) and non-fanatic units in a single shot.
Light Mortar Team Bog standard light mortar team but can't fire smoke. Light mortars benefit from small size rule but require line of sight due to a lack of spotters.
Medium Mortar Team Bog standard medium mortar team. Spotter means that they can be placed out of line of sight. Excellent way to threaten enemy MG teams, artillery, AT guns and static infantry.
Heavy Mortar: A medium mortar but larger round allowing it to better threaten static vehicle or force vehicles to keep moving. 3" HE means that it will instantly kill any inexperienced models.
Artillery, Anti Aircraft Guns and Anti Tank Guns:
Light Artillery: Light Artillery has the same issue as the Light mortars but doesn't have small squad size to compensate. Gunshield doesn't compensate as getting pin markers relies on getting hit.
Medium Artillery: The Medium mortar's bigger brother. More expensive and harder to move if an enemy unit begins counter battery, medium howitzers can also serve anti-tank duties due to HE 3" providing +3 Pen.
Heavy Artillery:/u> The Heavy Mortar's bigger brother. Can utterly insta-kill regulars if it hits and easily threaten light tanks in direct fire mode.
75mm LG40 A howitzer that lacks gunshield and you can't take spotters. Three man crew means no small squad size.
105mm LG40/1 A more expensive version of the previous offering that's basically the same price as a Medium Artillery piece with a spotter.
150mm Nebelwerfer 41 A heavy mortar with the multiple launcher rule and no option to take spotters. Can gain small unit size at the cost of -10 pts which is always worth it. Multiple Launcher is great at threatining 2nd and 1st Lts due to their morale range being 6".
20mm Flak 38 A single light automatic cannon on a rotating platform with gunshield and flak. Pretty good at mulching infantry and threating light skinned vehicles. Vulnerable to artillery.
20mm Flakvierling 38 Quadruple light automatic cannons on a rotating platform. Buy the gun shield for it. Will utterly shred any infantry squad, aircraft and light skinned vehicles but will be focused down.
37mm Flak 36 If you want to buy the 20mm Flak 38, consider buying its bigger brother instead. For a minor points increase, you get 24" of extra range and 1 more Pen.
88mm Flak 36 Dual Purpose AA/AT gun For when you want a unit that can do it all. Murder any tanks in the way, one shot veteran squads, bring down planes and be a medium howitzer.
Panzerbusche 41/u> A light AT gun that doesn't have gun shield but have +6 Pen at 12" or less but loses 2 Pen at more than 24" away. Being within 12" of a vehicle with a AT gun is pretty difficult and panzerfausts can do the job of the Panzerbusche.
37mm Pak 36 A light AT gun with the same cost of its contemporaries but for 15 more pts can become a heavy AT gun at 24" or less. The upgrade isn't worth it due to short range but it is still an okay AT gun.
50mm Pak 38 For a small pts increase, a medium AT gun grants +1 PEN and 12" of range. Pretty well worth it.
75mm Pak 40 Germany's Heavy AT gun. Similar to its contemporizes and excellent at vaporizing medium armor and lower from the front.
88mm Pak 43 For a points decrease, you get a 88 that can't freely rotate or act as artillery and 2 less crew. The rotating platform on the Flak 88 means that the gun shield rule is relevant against all angles of attack.
128mm Pak 44 For when you want to snipe Bren Gun carriers and one shot light tanks. If you want to take the Pak 40, take the Pak 44 instead as it is only a little more expensive.
Tanks, and other vehicles:
Panzer I A very cheap machine gun armed light tank, for 10 extra pts it can be a discount Pz II.
Panzer II A cheap light tank with light tank armor and an autocannon. Has a variant with Recce and a variant with two fixed flamethrowers and a machine gun. Overall an excellent chassis.
Flammpanzer B2(F) A captured Char B1 bis tank that replaces the hull mounted howitzer for a flamethrower. Pretty decent all around early war fire support vehicle hampered by slow and one man turret.
Panzer 38t&35t Germany's light tank armed with a proper cannon. The recon variant is basically a Pz II in points and stats.
Panzer III Light tanks that either mount a light or medium AT gun depending on variant. The Pz III H,J,L,M,N and flamethrower variants have medium armor with the H&J having rear armor counted as side armor (very meh) and the L&M being able to take side skirts (situational but very good). The N is equipped with a light howitzer instead, trading Pen for HE.
Panzer IV The workhorse of the German military. The A is a cheaper Pz III N with light tank armor. B-F are Pz III Ns but can be taken at inexperienced. G-H have the famous long 75mm AT gun, can take side skirts and also has Tiger Fear.
Panzer V Panther The infamous medium tank of World War 2. For about 100-200 pts more, you get a Medium tank that has heavy tank front armor, Tiger Fear and a super heavy anti tank gun. A more cost effective Tiger.
Panzer VI Tiger The prime infamous tank of World War 2. Rather appropriately it is overshadowed by the Panther with the Tiger I being around 20-50 pts more than a Panther and King Tiger being 200 pts more for Damage Value 11. Overall a hard sell.
StuG III and StuG IV The StuG family of vehicles can do what the panzer family of vehicles can do but a much more cost effective price. The casemate restriction should be a non-issue most of the time if your armor is positioned well.
Jagdpanzer A StuG with heavy armor in the front. The Jagdpanzer IV is a weird middle child between the Pz IV and Panther while the Jagdpanzer IV (L70) is so 4 pts cheaper than buying a Panther with Panther stats, a hard sell.
Jagdpanther A Tiger I that is only marginally cheaper than buying a Tiger 1.
Jagdtiger A Jagd tank that offers more than being marginally cheaper to its counterpart. It mounts the 128mm AT gun which means that it is effective at all ranges while being being cheaper than a King Tiger.
Hetzer A cost effective StuG III that can also be used as a flamethrower tank. The weak side armor rule should be a non-issue.
Nashorn Cheapest way to get a mobile superheavy anti tank gun. Has light tank armor and open topped which means it is extra vulnerable to indirect fire and will need to move if a mortar begins to zero in on it.
Ferdinand/Elefant A Jagdpanther that actually provides a considerable amount of points reduction. Unreliable can either be mitigated with Veteran Crew or by keeping your distance although inexperienced crews will render this vehicle non-operable very quickly.
Brummbar A self propelled heavy howitzer with heavy tank armor.
Sturmtiger A self propelled heavy howitzer that can direct fire but will collapse buildings and can rerolled failed damage incase you're facing Veterans in the open with body armor.
Marder series Open topped SPGs that are a cost effective way of bringing AT guns and howitzers onto the battlefield. Beware of open topped and move if you are being zeroed in by arty or kill the artillery unit in question.
RSO/Pak 40 The cheapest way of bringing in a heavy AT gun on a mobile mount. Slow shouldn't be an issue.
U304(F) Armoured Half-Track with Pak 36 A slightly cheaper Pz III with worse armor, open topped but has the command vehicle rule. Pretty decent.
Sd.Kfz 251/22 Pakwagen A hannomag with a heavy AT gun. A more expensive RSO/Pak 40 without slow. Honestly the RSO/Pak40 is superior.
Sd.Kfz 251/16 Flammpanzerwagen Hannomag with flamethrowers. Cheapest way to bring a vehicle mounted flamethrower onto the table for the Germans.
Borgward Wanze Ausf C A halftrack with a forward facing panzershreck. Cheapest way to bring Pen +6 onto the table on a vehicle.
Sd.Kfz 8 with Armoured Cab For a little extra points you can bring an heavy AT gun that swivels compared to its other 7+ damage value counterparts. Hard pass.
Pz I Sig 33 Cheapest way to bring a heavy howitzer onto the board on a vehicle.
Grille Slightly more points for a MMG. Not worth it.
Sd.Kfz 251/8&9 Stummel Hannomag with light howitzer. Very cost effective. Can buy MMGs for self defense (which is more relevant with light howitzers). The 9 version allows it to be a 8 man transport in exchange for around 10 pts which is worth if you want to transport a small assault squad and provide covering fire.
Wespe For 10 more points you can get the Sig 33.
Hummel 20 more points for light tank damage rating instead of armored carrier. Hard pass.
Sd.Kfz 250/7 and 251/7 (mortar carriers) If you want a self propelled mortar carrier, this is one of the best. The ability to take a spotter means that it can sit out of line of sight. However this does beg the question why you didn't just buy a medium mortar team with a spotter in the first place.
Sd.Kfz 251 Stuka Zu Fuss Hannomag rocket launcher carrier. Overcosted
Panzerwerfer 42 Another Overcosted rocket launcher carrier
Renault UE (Wurfahmen 40) A rocket launcher carrier that isn't open topped like the Stuka Zu Fuss and 4 pts cheaper than the Panzerwerfer with no difference in performance for the rocket launcher.
Opel Blitz with Flak 38 A cheap way to self propel a light auto cannon, can increase its protection and can also take quad light autocannons. Uparmored version is not worth the points as the Sd.Kfz 7/1 and 7/2 provides a more point efficient method
Ostwind A panzer IV chassis with a heavy autocannon and hull mounted MG. Great firesupport vehicle. However it's overshadowed by the Mobelwagen that is cheaper for similar stats.
Wirbelwind Four light autocannons and a hull MMG on a Pz IV chasis. Excellent fire support vehicle and way of ensuring airspace is clear.
Kugelblitz A Ostwind without open topped and a second heavy autocannon. Well worth the extra points for the extra autocannon alone.
Mobelwagen A cheaper Ostwind that doesn't have a hull mounted MMG.
Flakpanzer 38(T) Has its place if you want a slightly more armored uparmored Opelblitz.
Sd.Kfz 7/1 and 7/2 with armored cab Uparmored Opel Blitz with heavy autocannon or four quad light autocannons. Armor does matter for autocannon vehicles as they tend to be closer to the fighting than tanks and SPGs.
Sd.Kfz 251/17 A hannomag that provides a more cost efficent method of the uparmored Opel blitz with single light autocannon.
Sd.Kfz 251/21 Drilling Hannomag with three light autocannons. A points efficient vehicle if the 7/1 with 4 autocannons isn't possible.
Sd.Kfz 710/4 with Flak 38 overcosted
Sd.Kfz 7/1 and 7/2 with armored cab Cheaper version of the uparmored 7/1 and 7/2 for heavy autocannon version. Overcosted for the quad light autocannon version.
Horch 1A Field Car with Flak 38 Identical in points and performance to a non-armored Opel Blitz with single light autocannon.
Armored Cars:
KFZ 13 Light Armored Car The majority of Germany's Armored Cars are excellent. For 52-78 pts you get an 7+ damage rating vehicle with a MMG and Recce.
Sd.Kfz 221, 222, and 223 Versatile Recce armored cars that can become a command vehicle, cheap Pz II or cheap AT.
Sd.Kfz 231 Heavy Armored Car (6 Rad)/u> For slightly more points it gets dual direction steering Recce allowing it to Recce at full speed. It is also not open topped and can become a command vehicle.
Sd.Kfz 231 Heavy Armored Car (8 Rad) Same vehicle as before but can switch out its autocannon for a light howitzer.
Sd.Kfz 234/1 For a small price reduction, you have a open top 231. Given how much armored cars move, open top shouldn't be an issue.
Sd.Kfz 234/2 Puma Well worth its points. A very slippery medium anti tank gun.
Sd.Kfz 234/3 Same stats and points as a 231 with light howitzer upgrade.
Sd.Kfz 234/4 heavy armored car A Marder with Recce, worth the consideration.
Sd.Kfz 250/9 A cheaper light autocannon 221. FAQ made it so that it lost open topped.
Sd.Kfz 250/10 and 250/11 A slightly more expensive 251 with light AT that comes with command vehicle and can take a pintle MG. Panzerbusche is worth considering due to the speed of armored cars.
Sd.Kfz 251/23/u> more expensive 250/9 for same price and with open topped.
Motorcycle with MG sidecar A cheaper MMG team with superior armor protection and mobility. Although it competes in the armored car slot.
Panzerspahwagen P204 (F) A non-open topped Recce vehicle with light AT gun. Good for urban enviroments.
Transports and Tows:
Sd.Kfz 251/1 The classic infamous hannomag. An excellent cost effective 12 man transport with a MMG to provide fire support. Can be upgraded with a Panzerbusche if the transport is brought for Pioneers.
Sd.Kfz 251/23 Hannomag with light AT gun and 8 man capacity. Great for when you want to provide AT support to a non-pioneer unit.
Sd.Kfz 250/1 Smaller Hannomags that can carry 5 people instead of 12. Excellent transport and tow.
Sd.Kfz 3,6 and 10 Unarmed soft skinned halftracks. Make for better towing vehicles than infantry transports due to its wide range of towing.
Sd.Kfz 7 A universal towing vehicle that can also carry 12. Good towing vehicle, decent transport.
TruckA cheaper hannomag with soft skin rating. when you run out of points to put your Panzer grenadiers into actual 251s. Hilariously doesn't have open topped.
Maultier Can tow more but can also act as a transport for motorized infantry. Also not open topped.
Sd.Kfz 4 Hannomag by any other name.
Kubelwagen Cheap staff car or a MMG team that is cheaper than the MMG team, more mobile and armor protection.
Schiwmmwagen/u> Amphibious staff care that still provides a cheaper MMG team.
Raupenschlepper Ost A truck that can't take a MG.
Kettengrad Best transport for light artillery.
Land-Wasser Schlepper Amphibious unarmed transport. Good on its own, better when needing to cross water.
UNIC P107 Half-Track The Hannomag's superior French cousin. Same price but it can take additional MGs to cover the flanks.
Heavy Field Car/u> A cheap way to take those minimum sized squads into battle because you ran out of points for trucks.
Artillerie Schlepper VA 601 Inferior to the heavy field car.
Horsedrawn Limber/u> Cheapest way to tow any heavy guns. Don't get shot.
Ambulances:
Field Ambluance Great way to marginally increase staying power for units in a defensive posture.
Sd.Kfz 251/8 If it can destroy a Field Ambulance, it can destroy a Hannomag.
Supplemental Material:
Ostfront: Barbarossa to Berlin
Brandenburgers: Squad size: up to 10 men German Delta Force. Nasty but expensive. Behind Enemy lines make them excellent outflankers while Sabotage cripples enemy outflankers.
3.7cm Pak 35/36 Fahrgestell Bren (E): Bren gun clown car with a LMG (so MMG for Germans) and light AT gun. For a reduction in points it can become a light anti air vehicle with a downgrade.
33rd Waffen SS Grendaier Division "Charlemange" (1st French) Squad: Squad size: up to 10 men. Waffen SS with super fanatics but can't take as many assault rifles but can carry two extra panzerfausts per squad.
Panzerjagdfahrzeugen Auf Fahrgstell Bren (E): Option to take a Bren gun Carrier as a transport for Panzershreck teams. What's not to love. Remember, Hitler's Buzzsaw means your clown car is better.
Begelit- StuG Escort Infantry Squad: German tank riders for their StuGs. Excellent source of cheap SMGs as they are regulars instead of their Veteran Pioneer counterparts.
Strafbattalion Penal Infantry Squad: Cheap inexperienced or regular infantry that have their power from having subsequent men be cheaper than their normal buy rate. Can become shirkers for even cheaper. Strictly better than Ostruppen.
Panther with IR equipment: A Panther with IR spotlight. Literally a point sink in day based operations but can be nasty during night fighting.
Sd.Kfz 251/20 Uhu: Hannomag with infared searchlight. Worthless in day operations, incredibly useful during night fighting.
Nachtjager Squad: Overcosted Waffen SS squad with Fanatics and Assault Rifles. However incredibly useful during night fighting games.
Additional notes In the late war period. Goliath Demolition Teams and Sturmpioneres can buy assault rifles for everyone. StuG escort infantry can up up to 4 panzerfausts.
Additionally when using the Last Levy selector can upgrade any man with a panzerfaust with a Luftfaust One man per squad can replace their normal weapon for a Krumlauf Assault Rifle.
Campaign: Stalingrad Alarm Unit: Cheap infantry that can get better weapons with lucky dice rolls.
Panzergrenadiers (Stalingrad): Grenadier squad that can become Veterans. Take a second LMG and can reroll failed tests to mount or dismount transports. Take these guys if you want to go mechanized.
Jager Squad: Better Mountaineers than than the dedicated Mountaineer infantry.
Croatian Legion Squad: Heer Infantry squads that trades Initiative training for Croatian Pride, which is a much superior special rule (When this unit succeeds in a You men snap into action leadership test, they remove two pins instead of 1.)
Additional Notes Officer bodyguards can be upgraded as messengers which provides a one use double aura effect for "You men snap into action." However preferred target is incredibly nasty and it targets your entire officer unit.
Demolition Charges can be bought for 5 pts for Pioneer and Sturmpionere squads. Great for leveling buildings.
Rifle Grenade Adaptors. Riflemen can upgrade their rifles for rifle grenade launchers for 20 pts. Max of two per squad. Has a short range, must fire indirect but has HE. Can also fire smoke. Consider this for your defensive squads.
Campaign D-Day: Overlord
Fusilier Squad: A wonky squad that provide cheap veteran infantry. Heer Grenadier loadout with no assault rifles but can take bikes.
Green Grenadier Squad: A cheap version of a Heer Infantry squad that can take a panzerfaust and two extra SMGs. Much superior than any other green unit the German army has.
ROA (Russian Liberation Army): Inexperienced Infantry with fanatics.
Tobruk MG team: Two man MG team that has to start in a Tobruk. Again, Germany has the Hitler's Buzzsaw rule. The two man squad does mean it benefits from small unit rule.
47 Pak 181(F): Captured French AT gun.
50mm KWK 38 and 39: Medium AT guns that have to taken with fortifications.
Pak 97/38(F): More captured French equipment.
10.5cm LefH-16 Auf Geschutzwaen Auf Fahrgestell Mk VI 736 (E): A cheaper Wespe.
Panzer 35H/38H: An okay firesupport vehicle that can also take the rocket launcher upgrade.
Renault FT: French WW1 Light tank that moves painfully slow and has a MMG. Incredibly Cheaper than a Medium machine gun team and immune to snipers.
Panzer 35R: Another captured French tank. Our machine guns are better
Souma S35: Better armored captured French Tank.
Lorraine Schlepper: Captured French truck with German AT gun.
Panzerjager 35R: Captured French tank with German AT gun.
SF39H Assault Gun: Captured French tank with German AT gun.
Lorraine Schlepper: Captured French tractor with German AT gun.
LSouma MCG Halftrack: Opentopped Renault UE that can also take a AT gun instead.
UNIC U304 Armored Halftrack: cheap light AA/firesupport vehicle or a cheaper medium mortar carrier without a spotter.
Laffly heavy tractors: Super cheap tow vehicle that can tow anything.
Battle of the Bulge
Non-combatant squad: Germany has so many sources of cheap bodies that so much more points efficent.
Intelligence Officer: A single man that can be taken with an officer. Once per game you can try and force to get the first order dice. Germany makes better use of that due to Blitzkrieg but very meh.
Lead Squad: Officer unit with Brandenburger rules that also can't be targeted without firing first or being within 12". Considerably more expensive but provides so much more protection and utility.
Infiltration Squad A small infantry squad with the aforementioned rules. Can take a BAR.
Panzerbrigade 150 Infantry Squad: Infiltration squad that can be taken as a 10 man unit. However if one of these guys gets identified then all others are identified except for the aforementioned units.
Ersatz M10: Warcrimes Panther that is cheaper than the one you can find in the main book.
Ersatz Vehicles German vehicles can gain the Ersatz Appearance rule for +10 pts to their original cost. Additionally, a Panzer Brigade 150 theatre selector force can buy American vehicles at +10 of their normal cost and must be Inexperienced.
Artillery and Infantry must pay extra points for the US equipment rule.
Green Late War Fallschrimjager Squad: Cheap Fallschrimjagers without stubborn that can take up to 5 assault rifles.
Feldstrafgefangenabteilung Guard Force: German Commissars for the unit below.
Feldstrafgefangenabteilung Convict Squad: 5-15 cheap meat shields that need their commissar or else they may just scatter.
D-day US Sector
Fallschrimjager Officer: Stubborn Officer unit that can take more bodyguards and carry Assault Rifles.
Fallschrimjager Support Officer: Stubborn Officer unit that can only activate artillery but can recrew guns and reroll failed leadership tests when using "You men, snap into action."
Fallschrimjager Scout Squad: Fallschrimjagers that are deployed like snipers and forward observers.
Fallschrimjager Pioneer Squad: Stubborn Sturmpioneres without the sturmpistole or special rifle grenade. What's not to love.
Fallschrimjager Support Squad: Fallschrimjager Squad that can recrew artillery and AT pieces.
47 Pak 41: Light AT that has +6 Pen at 24" but can never make nigh impossible shots. Pretty decent.
(Late War) Waffen SS Officer: A Fallschrimjager officer's squad without blitzkrieg and can take fanatics. Loses the main draw of the German Officer benefits but can be taken at inexperienced.
Waffen SS Pioneer Squad: A Pioneer squad that can be taken at regulars and buy fanatics.
Waffen SS Aufkarung Squad: Reduced sized SS squad that can take the swimming kubelwagon as a transport.
Campaign Market Garden
Line of Communication Squad: Five inexperienced men that don't have green. Can't take more guys but can buy a LMG.
Wacht Battalion: 10 Shirkers for 35 pts. Can take a LMG.
Aufkarungs Infantry Squad: Five veteran guys that can't buy more guys. All can buy Assault Rifles.
Waffen SS Training and Replacement Squad: Cheaper Volksgrenadiers who gain fanatics instead of Veteran if they uprate twice. They also have stubborn too.
Campaign Italy: Soft Underbelly
Heer Grenadier Squad (Italy): Infantry squad that can be taken at inexperienced.
Panzer Grenadier Squad (Italy and Salerno): Veteran Infantry with the Motorised Infantry Rule. Excellent paired with at 250 or 251.
Panzergrenadier Squad (Italy, Late 1943) Panzergrenadiers that can take two LMGs and shorter ranged versions of panzerfausts.
Festung Squad: A penal squad by any other name.
Feldersatz Squad: Yet another cheap Green squad that can take a LMG.
Hermann Goring Division Panzergenadiers (Sicily 10-12 July): Cheaper Late 1943 Italian Panzergrenadiers with the chance to downrate themselves or uprate themselves.
Hermann Goring Division Panzergenadiers (Sicily and Solerno): Late 1943 Italian Panzergrenadiers that can be taken as regulars or veterans.
88mm Racketenwerfer 434 Puppchen: 30" Panzerfaust team with gunshield. What's not to love?
StuG M41 and M42: Captured Italian assault guns that provide 2" HE instead of 1".
StuG M43: Assault gun with a super heavy AT gun in a medium tank chasis.
Fallschrimjager Officer: Officers that can only be taken as Veteran, have stubborn, points increase but also the NCO apprenticeship granting them an additional +1 leadership bonus to Fallschrimjager units.
Fallschrimjager Squads (Sicily and Salerno): A 6 man squad that can take up to 6 more. Can take two LMGs and all take SMGs.
Fallschrimjager Squads (Italy 1943): Same as above but only half the squad can take SMGs, up to three can take Assault rifles but they also can take motorcycles.
Fallschrimjager Squads (Ornata): As above but lost their ability to take motor cycle but can take the Panzerfaust 30s instead.
Fallschrimjager Rear Echelon Squad: Regular Fallschrimjager Squad at regulars and can only take 1 LMG.
Fallschrimpioneer Squads (Sicily and Salerno): Only one LMG but can take a flamethrower, demolition charges and bangalore torpedoes. Also count as engineer units for barbed wire and mine fields. Also can take pistols for tough fighters on anyone without a SMG.
Fallschrimpioneer Squads (Italy 1943): Same as above but they can take assault rifles.
Fallschrimpioneer Squads (Ortona): Same as above but can take panzerfaust 30s.