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Kampfgruppe Kästner
In January 1944, over 50,000 German troops were trapped
in the Korsun pocket. The German relief effort had fallen just
short leaving the troops inside just one option, a desperate
breakout attempt had to be made. Despite most of the troops
having to move on foot the breakout was largely successful,
and over 35,000 men surrounded at Korsun reached safety.
The commander who led this remarkable operation from the
front was Major Robert Kästner, acting commander of the
105. Grenadierregiment, 72. Infanteriedivision.
This tough front-line officer received the Knight’s Cross with
Oak Leaves for his efforts.
Kästner was a strong stocky man with an outgoing personal-
ity that inspired confidence in his men. A career soldier, he
had joined the Reichsheer in 1931 and risen through the
ranks. He was commissioned an officer in the infantry in
1937. He had fought from 1939 in Poland, through over
two years in Russia, up to the events at Korsun. Kästner
took over command of the 105. Grenadierregiment in April
1943. In December 1943 he successfully led the regiment in
defence of the Dneiper River line and was awarded his first
Knight’s Cross.
At the conclusion of the Korsun pocket battles, Kästner’s unit
was one of the few left inside the pocket in a state approach-
ing full strength and so played a critical role in the breakout
and the battles leading up to it. Starting on the night of 11
February 1944 an assault group of grenadiers, assault guns,
2cm anti-aircraft guns and field artillery was assembled. It
was led by Kästner and was to attack and seize Novo Buda.
Handing Novo Buda over to following units, Kästner and
Major Robert Kästner
his men then moved on to take Komarovka the next night.
Both towns were needed to secure suitable jumping-off posi-
tions for the impending breakout.
In both cases Kästner first carried out careful pre-battle re-
connaissance of the villages and waited for night to maximise
concealment. Both assaults succeeded with few German
losses.
He did not have long to rest on his laurels. A few nights
later, on 16 February, the main breakout attempt began.
By now things were desperate. Three spearheads would lead
the way, to maximise the chances that at least some would
get through. Again, Kästner’s men led the first spearhead to
set out. All wheeled transport was abandoned, and at the
final crossing of the Gniloy Tikich River many units even
abandoned their tracked vehicles. Relying on silence and
close combat where necessary, Kästner’s men broke through
the Soviet ring and marched the ten kilometres to German
lines before Soviet forces could even react. Virtually all of
72. Infanteriedivision escaped the pocket, the division only
suffering modest losses.
Promoted to Oberstleuntant after these battles, Kästner stayed
with 72. Infanteriedivision for the rest of the war. Moved
to Poland for rest and rebuilding, the 72. Infanteriedivision
performed well defending on the Vistula River line after the
Soviet breakthrough in Operation Bagration. in May 1945, one of the few intact divisions remaining on
the eastern front. Kästner survived the war and returned to
It was again smashed in the Soviet Vistula offensive in
civilian life.
January 1945, but still fell back intact and was back in
action in March. Eventually it surrendered to the Soviets
Characteristics
Robert Kästner is a Warrior and Higher Command Expert Fieldcraft
Panzerfaust SMG Team rated as Confident Veteran. He
Kästner is very experienced leading his men across open
may join a Kampfgruppe Kästner Grenadierkompanie for
ground.
+50 points. He can be mounted in a Kubelwagen for +5
points. Kästner and any platoon he is attached to may move with
the benefit of the Cautious Movement special rule (page 63
Kästner is a tough aggressive commander, but has learnt
of the Flames Of War rulebook). If Concealed they are also
through experience that careful planning and scouting are
Gone to Ground provided they did not shoot, move at the
often more important for victory in Russia.
double or assault.
Kampfgruppe Kästner Special Rules
In addition to the normal German special rules a Kampfgruppe Night Attack
Kästner Grenadierkompanie also uses the following:
While not normal German doctrine, night attacks were used
by the Korsun pocket survivors to nullify the range advantage
Korsun Pocket Breakout Force of the Soviet tanks surrounding them on the open steppe.
Major Robert Kästner and the men 72. Infanteriedivision’s
In any mission in which a Kampfgruppe Kästner
goal is to breakout of the Soviet encirclement. For this to be
Grenadierkompanie is attacking it may opt for a Night
successful they need to attack.
Attack.
A Kampfgruppe Kästner Grenadierkompanie is always the
If they do so, the game starts in darkness and uses the Night
Attacker in mission with the Defensive Battle special rule.
Fighting rules (on page 5) until morning breaks.
At the start of the defender’s turn three, the defender rolls a
die. On a score of 5+, morning has broken.
If the roll is unsuccessful, at the start of the attacker’s next
turn they roll two dice with morning breaking on any roll
of 5+.
If it is still dark at the start of the defender’s next turn, they
roll three dice, and so on until morning breaks on any roll
of 5+.
Once morning breaks the night fighting rules are no longer
used, and it is daylight for the remainder of the game.
Night Fighting
While most battles take place in daylight, some battles took
place at night. Some armies even specialised in launching Night Visibility
their attacks at night. These rules allow you to fight battles in
1 4”/10cm
the dark or in other conditions of limited visibility.
2 8”/20cm
Moving at Night 3 12”/30cm
Moving at night, without lights, is slow and painstaking.
4 16”/40cm
In the darkness shapes blend and blur turning tanks into
houses, and rocks and trees into tanks. 5 20”/50cm
Teams may not move further than 8”/20cm or move At the 6 24”/60cm
Double at night.
Teams must re-roll successful Bogging Tests when moving
Concealment
through Rough Terrain.
Even on a clear night it is tricky to accurately pinpoint the
enemy. Even when shooting at muzzle flashes, you are firing
Shooting at Night
mostly by guesswork.
Few things are as difficult as finding targets at night.
Everything looks dangerous. Tanks look like houses and trees All teams count as Concealed at night. This only benefits
like tanks making it tricky to pick your target, unless they teams that are not already Concealed.
shoot when their muzzle flash gives them away. Night is not Concealing Terrain, however, so ambushing
Each time you select a platoon to shoot with, roll a die troops must deploy at least 16”/40cm from the enemy when
and consult the Night Visibility table. The result is the in the open.
maximum distance that the platoon’s teams can shoot at The Concealment of night does not allow reconnaissance
targets that did not shoot. This does not affect Line of Sight, troops to use Cautious Movement. They must be Concealed
just the effective range of your weapons, and only applies to by terrain.
that platoon for this turn.
The platoon can only shoot at, or range in on, teams within No Air Support
that distance unless the target team fired its weapons. With nothing but their eyes to guide them, there is no way
Anything further away is invisible in the darkness. for aircraft to accurately identify targets to attack.
Enemy teams that fired in their Shooting Step are always Air Support may not be requested on turns where the night-
visible as long as they are within Line of Sight. fighting rules are in effect.
Roll to determine the visibility distance before you select
your targets.
Teams spotting for an Artillery Bombardment must choose
a team that is within the distance rolled on the Night
Visibility table as their Aiming Point. Teams firing an
Artillery Bombardment do not have their range restricted
by the Night Fighting rules.
Grenadierkompanie
(Infantry Company)
Headquarters
Company HQ
A Grenadierkompanie must field a Company HQ and at least two Grenadier Platoons and may field
one of each of the remaining Combat Platoons, Weapons Platoons and the Regimental Support
Platoons shown.
It may also field one Support Platoon from each Support box shown (Armoured, Infantry, etc).
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Grenadierkompanie HQ
Combat Platoons
12
Assault Gun Platoon
PLATOON
12
Tank-hunter Platoon
7
13
Anti-tank Gun Platoon
9
Infantry Gun Platoon
Grenadier Platoon
Anti-tank GUN Infantry
PLATOON
13
SS-Panzergrenadier Platoon
7
Gun Platoon
14
Artillery Battery
7
Grenadier Platoon
10
14
Rocket Launcher Battery
Anti-aircraft GUN Armoured Rocket
Weapons Platoons
15
Machine-gun PLATOON Launcher Battery
Platoon
16
Machine-gun Platoon Anti-aircraft Gun Platoon
Pioneer Platoon
Machine-gun
Platoon Anti-aircraft
11
16
Grenadier Pioneer Platoon Heavy Anti-aircraft Gun Platoon
Grenadier
8
Machine-gun Platoon
German
Grenadierkompanie
Motivation and Skill
The German Army is well trained and has many victorious campaigns behind it. The soldiers are confident that victory lies in
the near future. A Grenadierkompanie is rated as Confident Veteran.
Headquarters
Company HQ HAUPTmann
HAUPTMANN
Headquarters
Company HQ 40 points
Company Command 2iC Command
Options SMG team SMG team
• Replace either or both Command SMG teams with Company HQ
Command Panzerknacker SMG teams for +5 points
Unteroffizier Unteroffizier
per team or Command Panzerfaust SMG teams for
+10 points per team.
• Add an Anti-tank Section for +25 points. 8cm GW43 8cm GW43
Panzerschreck team mortar mortar
• Replace Panzerschreck team with a 8.8cm RW43 Anti-tank Section Mortar Section
Püppchen rocket launcher at no cost.
Grenadierkompanie HQ
• Add Mortar Section for +55 points.
• Add up to three Sniper teams for +50 points per Pocket the Grenadiers of the 72. Infanteriedivision under
team. Major Robert Kästner were forced to attack out.
Normally Grenadiers are the backbone of the German This was achieved through the surprise of night attacks. This
defensive line, leaving mobile attacking operations up to the limited the Soviets visibility across the open steps and saved
Panzertruppen, only moving forward to hold the ground the Grenadiers from prolonged heavy fire from the Soviet
taken. However, during the breakout from the Korsun defenders.
Combat Platoons
If your Grenadierkompanie has three Grenadier Platoons, you may upgrade the smallest Grenadier Platoon to a Grenadier Pioneer
Platoon for +15 points per squad. This converts the Command team and every Rifle/MG team into Pioneer teams with the same
armament. The Grenadier Pioneer Platoon may have a horse-drawn Pioneer Supply Wagon for an additional +20 points.
Weapons Platoons
The machine-gun platoons are essential in both attack and MG42 HMG MG42 HMG
defence. When attacking they use their speed and initiative
Machine-gun Machine-gun
to find covered positions from which they can engage the Section Section
defences and pin them for the Grenadier attack. In defence Grenadier Machine-gun Platoon
they form the front line using their range and firepower to
keep the enemy at bay.
Grenadier Machine-gun Platoons may make Combat
Attachments to Combat Platoons.
German
Grenadierkompanie
Grenadierkompanie Support Platoons
Grenadier Infantry Gun Platoon Leutnant
Leutnant
Platoon
HQ Section with:
2 Gun Sections 80 points Command Observer
SMG team Rifle team
Options HQ Section
• Replace both 7.5cm leIG18 guns with 15cm sIG33
guns for +70 points. Unteroffizier Unteroffizier
• All 3.7cm PaK36 guns are equipped with Stielgranate Unteroffizier Unteroffizier
ammunition at no cost.
3 5cm PaK38 110 points
2 5cm PaK38 80 points Anti-tank gun RSO Anti-tank gun RSO
Anti-tank Anti-tank
3 7.5cm PaK97/38 110 points gun Section gun Section
2 7.5cm PaK97/38 80 points Unteroffizier
Grenadier Scout Platoon Leutnant
Leutnant
Platoon
HQ Section with:
Command Rifle team
2 Scout Squads 115 points
1 Scout Squad 70 points HQ Section
10
German
Grenadierkompanie
Grenadier Pioneer Platoon Leutnant
Leutnant
Platoon
HQ Section with:
3 Pioneer Squads 220 points Command Pioneer Pioneer Supply
Rifle team horse-drawn wagon
2 Pioneer Squads 155 points
HQ Section
1 Pioneer Squad 90 points
Options Unteroffizier Unteroffizier
• Replace Command Pioneer Rifle team with
Command Pioneer Panzerknacker SMG team for Pioneer Pioneer Pioneer Pioneer
+5 points or Command Pioneer Panzerfaust SMG Rifle team Rifle team Rifle team Rifle team
team for +10 points.
• Add Pioneer Supply horse-drawn wagon for Pioneer Pioneer
+20 points, or Pioneer Supply RSO tractor for Rifle team Rifle team
+25 points. Pioneer Squad Pioneer Squad
Unteroffizier
You may replace up to one Pioneer Rifle team per Pioneer
Squad with a Flame-thrower team at the start of the game Pioneer Pioneer Pioneer
before deployment. Rifle team Rifle team Rifle team
Pioneer Squad
Grenadier Pioneer Platoon
The ‘black’ pioneers of the Infanteriedivision perform all the
specialist engineering tasks. They lay minefields, prepare When the Grenadiers counterattack to regain lost positions,
bunkers, and create other defensive positions. the pioneers lead the way with their flame-throwers.
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Divisional Support
Motivation and Skill
Like the troops they support, the Divisional Support Platoons are experienced troops that know their worth. Divisional Support
Platoons are rated as Confident Veteran.
Assault Gun
ASSAULT GUN
SECTION
TANK-HUNTER Platoon
4 Marder III M 265 points
3 Marder III M 200 points
2 Marder III M 135 points
The life of a tank-hunter is one of fire and movement if he is Though tank-hunters can contribute immensely to your
to survive in the world of heavy and fast tanks. Being able to defence, to keep them in the field, be wary of their two
get off the first shot, on target, becomes your main concern. biggest handicaps. Lighter tank-hunters have thin armour so
they must avoid direct confrontation with armoured tanks.
Self-propelled anti-tank guns are an inexpensive way to
Heavy tank-hunters have the armour to stand toe to toe with
get high calibre guns into the front lines. More mobile
tanks but lack the protection to ward off assaulting infantry.
than normal anti-tank platoons, the tank-hunters can
outmanoeuvre or ambush the enemy to bring devastating
fire upon advancing enemy armoured formations.
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German
Divisional Support
Anti-tank Gun Platoon Leutnant
Leutnant
Platoon
HQ Section with:
4 7.5cm PaK40 220 points Command SMG team
3 7.5cm PaK40 170 points HQ Section
2 7.5cm PaK40 120 points
Unteroffizier Unteroffizier
4 7.62cm PaK36(r) 200 points
3 7.62cm PaK36(r) 155 points Anti-tank gun Anti-tank gun
2 7.62cm PaK36(r) 110 points
Options
RSO RSO
• Add Kfz 15 field car and 3-ton trucks to the platoon
at no cost.
Anti-tank gun Anti-tank gun
• Replace all 3-ton trucks with RSO tractors at no cost
or Sd Kfz 7 or 11 half-tracks for +5 points for the
platoon.
RSO RSO
Anti-tank Anti-tank
When emplaced in a position where they are protected by gun Section gun Section
infantry, the large guns of an anti-tank platoon become an Anti-tank gun Platoon
instant strongpoint around which to orchestrate your battle
plan.
SS-Panzergrenadier Platoon
13
Artillery Battery HAUPTMANN
HAUPTMANN
Platoon
HQ Section with: Command Staff team Horse-drawn
2 Gun Sections 210 points SMG team wagon
1 Gun Section 120 points HQ Section
Platoon
HQ Section with: 5cm PaK38 gun
2 Launcher Sections 165 points
1 Launcher Section 95 points
Kfz 70 truck
Options
• Add up to one 15cm NW41 rocket launcher to each
Launcher Section for +30 points per launcher.
• Add an Anti-tank Section for +30 points.
• Replace 5cm PaK38 gun and Kfz 70 truck with
7.5cm PaK40 gun and Sd Kfz 11 half-track for
+25 points.
• Add Kfz 15 field car and Sd Kfz 11 half-tracks at no
cost.
14
German
Divisional Support
Armoured Rocket Launcher Battery
Platoon
HQ Section with: 5cm PaK38 gun
2 Launcher Sections 340 points
1 Launcher Section 180 points
Options
• Add up to one Panzerwerfer 42 rocket launcher to
each Launcher Section for +50 points per launcher.
• Model Panzerwerfer 42 rocket launchers with 5 or
more crew and count each rocket launcher as two
weapons when firing a bombardment for +5 points
per rocket launcher.
• Add Anti-tank Section for +30 points. Panzerwerfer 42 Panzerwerfer 42
• Replace 5cm PaK38 gun with 7.5cm PaK40 gun for
+20 points.
Panzerwerfer 42 Panzerwerfer 42
Mobile rocket launchers address the main vulnerability
of the near stationary NW41 rocket launcher. They can
provide the same devastating support while allowing you Panzerwerfer 42 Panzerwerfer 42
to move them rapidly away from immediate counterbattery
fire. This survivability provides you the means to provide
continuous support without the fear of immediate enemy Panzerwerfer 42 Panzerwerfer 42
retaliation.
Devastating Bombardment Armoured Rocket Launcher Battery
Like the Soviet Katyusha rocket launchers, Panzerwerfer
42 rocket launchers are ready to signal the beginning of Fire and Manoeuvre
the offensive. Very little can withstand the fury of a full
Panzerwerfer crews would fire a bombardment and then
Panzerwerfer battery!
quickly redeploy their vehicles to avoid counter battery fire
An Artillery Bombardment fired by nine or more weapons from enemy artillery.
uses a double-width Artillery Template to determine which
teams can be hit and re-rolls failed To Hit rolls. When an Armoured Rocket Launcher Battery successfully
rolls a Stormtrooper move, it also removes any smoke trails
An Artillery Bombardment fired by fourteen or more associated with the battery, even if the battery does not
weapons, uses a template 12”/30cm square to determine move.
which teams are hit and re-rolls failed To Hit rolls.
15
Anti-aircraft Gun Platoon Leutnant
Leutnant
Platoon
3 Sd Kfz 10/5 (2cm) 90 points
2 Sd Kfz 10/5 (2cm) 60 points
Command SdKfz 10/5 (2cm) half-track
Options Anti-aircraft Section
• Replace all Sd Kfz 10/5 (2cm) half-tracks with
Sd Kfz 7/1 (Quad 2cm) half-tracks for +15 points Unteroffizier Unteroffizier
per half-track, or Sd Kfz 7/2 (3.7cm) half-tracks for
+20 points per half-track.
• Upgrade to armoured half-tracks with Front, Side SdKfz 10/5 (2cm) half-track SdKfz 10/5 (2cm) half-track
and Top armour rating of 0 for +10 points per AA section AA section
half-track. Anti-aircraft GUN Platoon
The Allies have learned to respect this weapon and will often
go out of their way to avoid it. When well positioned these
weapons can halt an attack as it starts.
AA section AA section
HEAVY Anti-aircraft GUN Platoon
Flight
16
German
Arsenal
Tank Teams
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Assault Guns
StuG G Fully-tracked 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
StuH42 Fully-tracked 7 3 1 Hull MG, Protected ammo, Schürzen.
10.5cm StuH42 gun 32”/80cm 2 10 2+ Hull mounted, Smoke.
Tank-hunters
Marder II Fully-tracked 1 0 0 AA MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Marder III H Fully-tracked 1 0 0 Hull MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Marder III M Fully-tracked 0 0 0 AA MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Artillery (SP)
Panzerwerfer 42 (Maultier) Half-tracked 0 0 0 AA MG, Armoured rocket launcher.
15cm RW42 rocket launcher 64”/160cm - 3 4+ Rocket launcher, Smoke bombardment.
Anti-aircraft (SP)
Sd Kfz 10/5 (2cm) Half-tracked - - -
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Sd Kfz 7/1 (Quad 2cm) Half-tracked - - -
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Sd Kfz 7/2 (3.7cm) Half-tracked - - -
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft.
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
Infantry Teams
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Assault Rifle team 8”/20cm 3 1 6 Full ROF when moving.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team cannot shoot Moves as a Heavy Gun team.
17
Gun Teams
Weapon Mobility Range ROF Anti-tank Firepower Notes
MG42 HMG Man-packed 24”/60cm 6 2 6 ROF 2 when pinned down.
8.8cm RW43 (Puppchen) launcher Man-packed 16”/40cm 1 11 5+
8cm GW34 mortar Man-packed 40”/100cm - 2 6 Smoke bombardment.
12cm sGW43 mortar Light 56”/140cm - 3 3+
7.5cm leIG18 gun Light 16”/40cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 48”/120cm - 3 6
15cm sIG33 gun Heavy 16”/40cm 1 13 1+ Bunker buster, Gun shield.
Firing bombardments 56”/140cm - 4 2+
2cm FlaK38 gun Light 16”/40cm 4 5 5+ Anti-aircraft, Gun shield, Turntable.
3.7cm PaK36 gun Light 24”/60cm 3 6 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
5cm PaK38 gun Medium 24”/60cm 3 9 4+ Gun shield.
7.5cm PaK97/38 Medium 24”/60cm 2 10 3+ Gun shield.
7.5cm PaK40 gun Medium 32”/80cm 2 12 3+ Gun shield.
7.62cm PaK36(r) gun Heavy 32”/80cm 2 11 3+ Gun shield.
8.8cm FlaK36 gun Immobile 40”/100cm 2 13 3+ Gun shield, Heavy anti-aircraft, Turntable.
10.5cm leFH18 howitzer Immobile 24”/60cm 1 10 2+ Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
15cm sFH18 howitzer Immobile 24”/60cm 1 13 1+ Bunker buster, Smoke.
Firing bombardments 80”/200cm - 5 2+ Smoke bombardment.
15cm NW41 rocket launcher Light 64”/160cm - 3 4+ Rocket launcher, Smoke bombardment.
Transport Teams
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
BMW motorcycle & sidecar or Kübelwagen jeep Jeep - - - Optional Passenger-fired hull MG.
Horch Kfz 15 car Jeep - - -
Horch, Krupp, or Steyr Kfz 70 truck Wheeled - - -
Horse-drawn wagon Wagon - - -
Tractors
RSO Fully-tracked - - - Slow tank.
Sd Kfz 10 (1t), Sd Kfz 11 (3t),
or Sd Kfz 7 (8t) half-track Half-tracked - - -
Horse-drawn limber Wagon - - -
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Ju 87D Stuka Bombs 4+ 5 1+
Ju 87G Stuka Cannon 3+ 11 4+
Hs 129B Cannon 2+ 9 4+ Flying Tank
18