Three Ranks!,..... On the double!!,..... Fooooooooorm Up!!!

Organising my NSL and Kra'Vak

NSL Panzergrenadiers 

41st Panzergrenadier Battalion

A Company

1st Platoon
  • Platoon HQ (1x Plt Ldr, 1x SAW Gunner, 4x Riflemen
  • Squad 1 (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 3x Riflemen)
  • Squad 2 (1x Sqd Ldr, 1x SAW Gunner, 1x Plasma Gunner, 3x Riflemen)
  • Squad 3 (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 2x Riflemen, 1x Sniper)
  • Squad 4 (PA) (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 3x Riflemen)

2nd Platoon
  • Platoon HQ (1x Plt Ldr, 1x SAW Gunner, 4x Riflemen
  • Squad 1 (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 3x Riflemen)
  • Squad 2 (1x Sqd Ldr, 1x SAW Gunner, 1x Plasma Gunner, 3x Riflemen)
  • Squad 3 (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 2x Riflemen, 1x Sniper)
  • Squad 4 (PA) (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 3x Riflemen)
Company Level Elements
  • Recon Squad (2x Fwd Obs Teams and 2x Snipers)
  • Anti-Armour Squad 1 (1x Sqd Ldr, 1x SAW Gunner, 1x Plasma Gunner, 1x GMS/P, 1x HAMR Railgunner). (Squad leader has a HAMR railgun also).
  • Anti-Armour Squad 2 (1x Sqd Ldr, 1x SAW Gunner, 1x Plasma Gunner, 1x GMS/P, 1x HAMR Railgunner). (Squad leader has a HAMR railgun also).
  • Fast Recon Squad (4x Fan Bikes)
  • Company PA Squad (1x Sqd Ldr, 1x SAW Gunner, 1x GMS/P Gunner, 3x Riflemen)
Battalion Level Assets 
  • Support Weapons Platoon (2x GL Teams, 2x RAM Mortar Teams, 2x Autocannon teams, Security Teams A (1x Team Ldr, 1x SAW Gunner, 1x HAMR Gunner and 1x Rifleman), Security Teams B (1x Team Ldr, 1x SAW Gunner, 1x HAMR Gunner and 1x Rifleman).
Other NSL Elements
1x Wittmann Medium Battle Tank

I use the TO&E from the Stargrunt 2 rule book (page 68), as a guide 1st and 2nd platoon are by the book although they are missing their integral MICV's. The rest is my best guess using my available figures.

Kra'Vak

Clan Ra'Keel

War Body Ke'Hak

Combat Arm Ma'Sum
  • Command Fist (1x Arm Overseer), Claw 1 (1x Claw Overseer, 2x Da'Sak Gunner, 1x Rifleman), Claw 2 (1x Claw Overseer, 1x Da'Sak Gunner, 1x IAVR Gunner, 1x Rifleman).
  • Combat Fist 1 (1x Fist Overseer), Claw 1 (1x Claw Overseer, 2x Da'Sak Gunner, 1x Rifleman), Claw 2 (1x Claw Overseer, 1x Da'Sak Gunner, 1x IAVR Gunner, 1x Rifleman).
  • Combat Fist 2 (1x Fist Overseer), Claw 1 (1x Claw Overseer, 2x Da'Sak Gunner, 1x Rifleman), Claw 2 (1x Claw Overseer, 1x Da'Sak Gunner, 1x IAVR Gunner, 1x Rifleman).
  • Augmented Fist 1 (1x Fist Overseer), Claw 1 (1x Claw Overseer, 2x Da'Sak Gunner, 1x IAVR Gunner), Claw 2 (1x Claw Overseer, 1x Da'Sak Gunner, 2x IAVR Gunner).
  • Augmented Fist 2 (1x Fist Overseer), Claw 1 (1x Claw Overseer, 2x Da'Sak Gunner, 1x IAVR Gunner), Claw 2 (1x Claw Overseer, 2x Da'Sak Gunner, 1x IAVR Gunner).
  • Sniper Claw 1 (1x Claw Overseer, 4x Snipers)
  • Sniper Claw 2 (1x Claw Overseer, 4x Snipers)
  • Weapons Claw 1 (1x Claw Overseer, 4x Da'Sak Gunners)
For the Kra'vak I used Warbard's house rules as a guide, but I tried to organise them using the figures I had available. This led to fists and claws with far more Da'Sak and Tank Killers than Warbard's TO&E calls for.
The Kra'Vak Claws have at best 2 rifleman and 1 or more Da'Sak gunners. This means that a Claw's rifle fire will be largely ineffective (d4), with the Da'sak gunners providing an extra d10 each. So Claw 1 will be rolling 1d4, 1d10 and 1d10 when firing.
I reasoned that this is Clan Ma'sum's attempt to load the dice in their favour during assaults. They'll be tested against the NSL tonight and we'll see how this organisation and load out works on the battlefield.

Five Alpha, out.


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