This time we will dive into the backbone unit of the game, the Infantry Squad.
The Infantry squad usually takes a minimum of 5 troops, and while they can max out at 20 in some cases, (see partisans) they mostly max out around 12 troops. Each squad needs an NCO to lead them, if this soldier is killed then the unit suffers -1 to their leadership. Generally there are two types of roles your infantry squad will provide. Support, or Assault.
For our example we will use a German Veteran Heer Grenadier squad. I want this unit to provide support to other units in my list which will be mobile to assault objectives, this unit is built to be static and put pins on the opponents units.
7 Man Heer Veteran Grenadier Squad (Support)
-1 NCO with rifle
-2 Troops with Rifles
-2 LMG teams, each consisting of a gunner with the LMG and a loader with a rifle.
*The loader cannot fire his rifle while the LMG is firing, if the loader is killed then the LMG suffers -1 to hit.*
This unit can put out 13 shots at a minimum range of up to 24" for the rifles, and 36" for the LMGs, and it costs 131 points to do so. Its benefit is survivability in cover, as well as 2 bodies that can be sacrificed before effecting the LMG teams. This unit will be hard to take out without HE or a flamethrower because of its Veteran Soldiers.
But how can we make this more points efficient without sacrificing too much, and/or using the controversial Schutzen squad?
One way is to use regular troops, armed only with rifles. If you took 2 regular Grenadier squads maxed out with 10 soldiers each, you would have the following:
20 soldiers spread over 2 squads that can put out 20 shots at a 24" range for 200 points total on either 2 targets or one.
Alone this does not seem amazing, but paired with 2-3 well positioned assault squads it can be overwhelming.
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This is my go to assault load out for the Germans, I always use the Panzer Grenadier squads because they are the same price as Grenadier squads but also have the motorized ability which lets them re-roll to get in or out of a transport.
7 Man Veteran Panzergrenadier squad:
1x NCO with an Assault rifle
3x SMG,
3x Assault Rife
2x Panzerfausts
This squad is 130 points, can put out 14 shots within 12" and can take on armor with the two Panzerfausts. They work best with a truck however, so lets add an Opel Blitz with a MMG to provide useful support for 54 points after the soldiers dismount. This is a versatile combo pricing in at 184 points, even less if you opt for no Assault Rifles.
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Here is another go to assault squad I like to use:
7 Man Assault Pioneer squad
1x NCO with SMG
1x 2 man Flamethrower team, Assistant equipped with a rifle, he can only fire if the flamethrower is not firing.
4x SMG
2x Panzerfausts
This unit is 136 points and a very useful all rounder, the flamethrower can be used against armor and entrenched soldiers on objectives, also a great unit to put in a truck.
Everything mentioned above is 574 points except for the first veteran support squad listed in the example.
You get 4 infantry squads (2 assault squads, 2 static squads) and 2 trucks, 6 order dice in total, and not a bad chunk of your list. After adding a Reg NCO for 50 you're at 624, leaving you with 376 points of support unit potential. I hope this gives you a better understanding of how infantry squads are structured in Bolt Action, there are many ways to build and use them so have fun and find the best combos that work for you.
-EB
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