West German Oob TY
West German Oob TY
West German Oob TY
PANZERTRUPPEN
FORMATIONS IN THE FORCE
Your force must contain at least one formation.
0-4
0-4
TANK COMPANY
LEOPARD 2
OR LEOPARD 1A3/4
MECHANISED COMPANY
MARDER A1A
MOVEMENT ORDERS
A Unit Leader may issue one Movement Order each turn.
BLITZ MOVE
In the Movement Step before the Unit Move, roll a die:
* If greater than or equal to Skill, the Leader and any
Team within 6"/150cm immediately move up to 4"/10cm.
If Team does not move further, it Shoots at Halted ROF.
* Otherwise, whole Unit is Out of Command and Moved.
FOLLOW ME!
In the Movement Step after the Unit Moved, Unit Leader
Move 4"/10cm forward and rolls a die:
* If greater than or equal to Leaders Courage, Teams within
6"/150cm and Line of Sight Move 4"/10cm forward.
Teams within 6"/15cm and Line of Sight of Leader
cannot Shoot.
SHOOT AND SCOOT
In the Assault Step instead of Assaulting, roll a die.
* If greater than or equal to Leaders Skill, Leader and
Teams within 6"/150cm that did not Move,
now Move 4"/10cm.
CROSS HERE
Declare in the Movement Step before the Unit Moves.
Teams rolling to Cross Difficult Terrain within 6"/150cm
of Leader reduce their Cross number by 1,
but cannot Shoot or Assault.
DIG IN
Instead of Moving in the Movement Step roll a die:
* If greater then or equal to Skill, any Infantry Teams within
6"/150cm of Leader dig Foxholes gaining Bulletproof
Cover.
Teams attempting to dig foxholes Shoot with Movement
ROF and cannot fire an Artillery Bombardment.
UNOFFICIAL UNIT CARD
COURAGE 3+
SKILL 3+
MORALE 3+
REMOUNT 4+
ASSAULT 4+
COUNTER ATTACK 3+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TACTICAL
TERRAIN DASH
18"/45cm
28"/70cm
RANGE
ROF
HALTED MOVING
WEAPON
17
14"/35cm
TOP
ROAD DASH
CROSS
32"/80cm
40"/100cm
23
2+
7.62mm cal AA MG
7.62mm cal MG
16"/40cm
16"/40cm
3
1
2
1
2
2
6
6
Laser Rangefinder:
No To Hit penalty for range over 16"/40cm.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
2+
Chobhan Armour:
Side Armour is 16 against HEAT weapons.
L/44 120mm
120MM
Rifledgun
Gun
SPECIAL RULES
Advance Stabiliser:
Tactical Speed is 14"/35cm. Machine-guns cannot Shoot
and team cannot Assault if it moves more than 10"/25cm.
COURAGE 3+
SKILL 3+
MORALE 3+
REMOUNT 4+
ASSAULT 4+
COUNTER ATTACK 3+
SPECIAL RULES
LEOPARD 2 PLATOON
3 x Leopard 2 24 POINTS
IS HIT ON A 4+
SIDE
FRONT
TACTICAL
TERRAIN DASH
18"/45cm
28"/70cm
RANGE
ROF
HALTED MOVING
WEAPON
17
14"/35cm
TOP
ROAD DASH
32"/80cm
2 x Leopard 2
16 POINTS
Advance Stabiliser:
Tactical Speed is 14"/35cm. Machine-guns cannot Shoot
and team cannot Assault if it moves more than 10"/25cm.
Laser Rangefinder:
No To Hit penalty for range over 16"/40cm.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
CROSS
2+
Chobhan Armour:
Side Armour is 16 against HEAT weapons.
L/44 120mm
120MM
Rifledgun
Gun
40"/100cm
23
2+
7.62mm cal AA MG
7.62mm cal MG
16"/40cm
16"/40cm
3
1
2
1
2
2
6
6
Advanced Stabiliser,
Laser Rangefinder.
COURAGE 3+
SKILL 3+
MORALE 3+
REMOUNT 4+
ASSAULT 4+
COUNTER ATTACK 3+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TACTICAL
TERRAIN DASH
14"/35cm
18"/45cm
28"/70cm
RANGE
ROF
HALTED MOVING
WEAPON
TOP
11
ROAD DASH
CROSS
32"/80cm
40"/100cm
20
2+
7.62mm cal AA MG
7.62mm cal MG
16"/40cm
16"/40cm
3
1
2
1
2
2
6
6
SPECIAL RULES
2+
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
M68 105mm
120MM
Rifledgun
Gun
Stabiliser:
COURAGE 3+
SKILL 3+
MORALE 3+
REMOUNT 4+
ASSAULT 4+
COUNTER ATTACK 3+
SPECIAL RULES
LEOPARD 2 PLATOON
3 x Leopard 1A3/A4 15 POINTS
IS HIT ON A 4+
SIDE
FRONT
TACTICAL
TERRAIN DASH
14"/35cm
18"/45cm
28"/70cm
RANGE
ROF
HALTED MOVING
WEAPON
TOP
11
ROAD DASH
CROSS
32"/80cm
2+
Stabiliser:
2 x Leopard 1A3/A4
10 POINTS
M68 105mm
120MM
Rifledgun
Gun
40"/100cm
20
2+
7.62mm cal AA MG
7.62mm cal MG
16"/40cm
16"/40cm
3
1
2
1
2
2
6
6
Stabiliser,
Laser Rangefinder.
MOTIVATION 4+
SPECIAL RULES
SKILL 4+
ASSAULT 4+
COUNTER ATTACK 4+
MORALE 4+
Rally 4+
Infanrty Save
3+
1 x AR team
1 x Redeye AAGW team
2 x Marder A1
- 3 POINTS
SPECIAL RULES
CROSS COUNTRY
8"/20cm
ROUGH TERRAIN
6"/15cm
RANGE
WEAPON
AR
team Rifled Gun
120MM
12"/30cm
48"/120cm
DASH
ROAD
Double Move
ROF
HALTED MOVING
2
3
1
-
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
Assault 6:
Team hits on a 6 in assault.
BOGGED DOWN
6"/15cm
AUTO
Guided AA:
No To Hit penalty for range over 16"/40cm.
Can hit tanks or infantry.
1
-
HQ Transport:
Marder A1 Transport Team remains part
of HQ Unit.
Heavy Weapons:
Teams cannot Charge into Contact.
5+
5+ Assault 6, Guided AA,
Heavy Weapon.
MOTIVATION 4+
MORALE 4+
Rally 4+
IS HIT ON A
4+
Infanrty Save
3+
TACTICAL
TERRAIN DASH
ROAD DASH
BOGGED DOWN
8"/20cm
8"/20cm
12"/30cm
12"/30cm
AUTO
WEAPON
AR/MG
120MMteam
Rifled Gun
or Armbust LAW A/T
Dismounted Milan ATGW
RANGE
12"/30cm
12"/30cm
4"/10cm40"/100cm
ROF
HALTED MOVING
3
1
1
2
1
-
1
12
5+
5+ Heat, Slow firing
20
SPECIAL RULES
SKILL 4+
ASSAULT 4+
COUNTER ATTACK 4+
MARDER A1A
MECH PLATOON
3 x SAW/Armbust A/T teams
2 x Milan missle teams
1 x Marder A1
2 x Marder A1A
- 6 POINTS
Assault 5:
Team hits on a 5+ in Assaults.
Heat:
Target Armour is not increased for range over
16"/40cm. Affected by BDD, Chobham and
ERA armour.
Guided:
No To Hit penalty for range over 16"/40cm.
Can not hit Infantry unless they are stationary
in Bulletproof Cover.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
Slow Firing:
+1 To Hit for Moving ROF.
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 4+
ASSAULT 5+
COUNTER ATTACK 5+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TOP
5
TACTICAL
TERRAIN DASH
ROAD DASH
CROSS
10"/25cm
16"/40cm
24"/60cm
32"/80cm
3+
RANGE
ROF
HALTED MOVING
WEAPON
Heat:
Target Armour is not increased for range over
16"/40cm. Affected by BDD, Chobham and
ERA armour.
Guided:
No To Hit penalty for range over 16"/40cm.
Can not hit Infantry unless they are stationary
in Bulletproof Cover.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
20MM
Cannon
120MMAuto
Rifled
Gun
16"/40cm
5+
7.62mm AA MG
7.62mm MG
16"/40cm
16"/40cm
4"/10cm40"/100cm
3
1
1
2
1
-
2
2
20
6
6
3+ Heat, Guided.
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 4+
ASSAULT 5+
COUNTER ATTACK 5+
SPECIAL RULES
Amphibious:
Treat Impassable Water as Difficult Terrain.
IS HIT ON A 4+
SIDE
FRONT
TERRAIN DASH
10"/25cm
16"/40cm
24"/60cm
WEAPON
Lang 52-3
120mm Mortar
7.62mm AA MG
RANGE
64"/160cm
16"/40cm
ROF
HALTED MOVING
ARTILLERY
ROAD DASH
32"/80cm
3
TACTICAL
TOP
CROSS
6 x M113/120mm
- 6 POINTS
3 x M113/120mm
- 3 POINTS
Smoke Bombardment:
Once per game can fire a Smoke Bombardment.
3+
3+
Smoke bombardment.
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 4+
ASSAULT 5+
COUNTER ATTACK 5+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TOP
6
TACTICAL
TERRAIN DASH
ROAD DASH
CROSS
10"/25cm
16"/40cm
24"/60cm
32"/80cm
3+
RANGE
ROF
HALTED MOVING
WEAPON
8"/20cm48"/120cm
16"/40cm
Heat:
4 x JAGUAR 2 - 8 POINTS
2 x JAGUAR 2 - 4 POINTS
21
3+
Guided, HEAT.
GEPARD AA PLATOON
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 2+
ASSAULT 4+
COUNTER ATTACK 4+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TACTICAL
TERRAIN DASH
10"/25cm
16"/40cm
24"/60cm
WEAPON
120MM
Twin
35mm
Rifled
Gun
Gun
RANGE
24"/60cm
ROF
HALTED MOVING
ROAD DASH
28"/70cm
GEPARD AA PLATOON
TOP
CROSS
Dedicated AA:
Use ful ROF when firing at Aircraft.
4 x GEPARDS
- 6 POINTS
2 x GEPARDS
- 3 POINTS
Radar:
No To Hit penalty for range over 16"/40cm and
Range is 32"/80cm when shooting at Aircraft.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
3+
4+
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 4+
ASSAULT 5+
COUNTER ATTACK 5+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TOP
TACTICAL
TERRAIN DASH
ROAD DASH
CROSS
10"/25cm
16"/40cm
24"/60cm
28"/70cm
3+
RANGE
ROF
HALTED MOVING
WEAPON
M185
155mm
120MM
Rifled howitzer
Gun
96"/240cm
or Direct fire
.50 cal AA MG
36"/90cm
20"/50cm
ARTILLERY
1
3
1
2
Smoke Bombardment:
Once per game can fire a Smoke Bombardment.
3 x M109G
- 7 POINTS
OPTIONS
2+ Smoke bombardment.
15
4
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT 4+
ASSAULT 5+
COUNTER ATTACK 5+
SPECIAL RULES
IS HIT ON A 4+
SIDE
FRONT
TOP
Amphibious:
Treat Impassable Water as Difficult Terrain.
1 x M113 OP
- 1 POINT
TERRAIN DASH
10"/25cm
16"/40cm
24"/60cm
WEAPON
120MM
.50
cal AA
Rifled
MG Gun
RANGE
20"/50cm
ROF
HALTED MOVING
ROAD DASH
32"/80cm
ANTI- FIRETANK POWER
5+
CROSS
3+
Independent:
Unit cannot Charge into Contact, is always
Deployed and is ignored for Victory Points.
Observer:
Team can Spot for any friendly Artillery Unit.
Reduse the score needed to Range In by 1.
Scout:
Team can remain Gone to Ground while moving.
Thermal Imaging:
Roll two dice for Night Visibility and choose the highest
score. No To Hit penalties for Night and Smoke.
COURAGE 4+
SKILL 4+
MORALE 4+
REMOUNT -
SPECIAL RULES
Smoke Bombardment:
Once per game can fire a Smoke Bombardment.
8"/20cm
TANK SAVE
5+
TERRAIN DASH
ROAD DASH
CROSS
8"/20cm
14"/35cm
36"/90cm
4+
8 x LARS-2
- 14 POINTS
4 x LARS-2
- 7 POINTS
2 x LARS-2
- 4 POINTS
OPTIONS
WEAPON
RANGE
ROF
HALTED MOVING
SALVO
7.62mm AA MG
16"/40cm
3+ Smoke bombardment.
6
MOTIVATION 4+
SPECIAL RULES
SKILL 4+
MORALE 4+
ROUGH TERRAIN
DASH
ROAD
Aircraft Save
5+
BOGGED DOWN
UNLIMITED
WEAPON
HOT
missile
120MM
Rifled Gun
RANGE
10"/20cm
48"/120cm
AUTO
ROF
HALTED MOVING
24
2 x Bo 105P
4 POINTS
Heat:
Target Armour is not increased for range over
16"/40cm. Affected by BDD, Chobham and
ERA armour.
Guided:
No To Hit penalty for range over 16"/40cm.
Can not hit Infantry unless they are stationary
in Bulletproof Cover.
Infra-red (IR):
Roll two dice for Night Visibility and
choose the highest score.
3+ Guided, Heat
MOTIVATION 4+
SPECIAL RULES
SKILL 4+
MORALE 4+
Heat:
Target Armour is not increased for range over
16"/40cm. Affected by BDD, Chobham and
ERA armour.
IS HIT ON A
4+
CROSS COUNTRY
ROUGH TERRAIN
DASH
Aircraft Save
4+
ROAD
BOGGED DOWN
UNLIMITED
RANGE
WEAPON
AUTO
ROF
HALTED MOVING
4 x F4F PHANTOM
- 14 Points
2 x F4F PHANTOM
7 Points
8"/20cm
5+ Anti-Helicopter
Maverick missile
8"/20cm
36"/90cm
27
6"/15cm
SALVO
Guided:
No To Hit penalty for range over 16"/40cm.
Can not hit Infantry unless they are stationary
in Bulletproof Cover.
Brutal:
Infantry and Unarmoured Tank Teams re-roll
successful Saves.
Anti-helicopter:
Can shoot at Helicopters.
One Shot:
BL755 cluster bombs can only fire once per game.
One Shot.
MOTIVATION 4+
SPECIAL RULES
SKILL 4+
MORALE 4+
Heat:
Target Armour is not increased for range over
16"/40cm. Affected by BDD, Chobham and
ERA armour.
IS HIT ON A
4+
CROSS COUNTRY
ROUGH TERRAIN
DASH
Aircraft Save
4+
ROAD
BOGGED DOWN
UNLIMITED
WEAPON
RANGE
AUTO
ROF
HALTED MOVING
27mm
Auto
Cannon
120MM
Rifled
Gun
8"/20cm
5+ Anti-Helicopter
Maverick missile
8"/20cm
36"/90cm
27
6"/15cm
SALVO
TORNADO FLIGHT
4 x TORNADO
- 14 Points
2 x TORNADO
7 Points
Guided:
No To Hit penalty for range over 16"/40cm.
Can not hit Infantry unless they are stationary
in Bulletproof Cover.
Brutal:
Infantry and Unarmoured Tank Teams re-roll
successful Saves.
Anti-helicopter:
Can shoot at Helicopters.
One Shot:
BL755 cluster bombs can only fire once per game.
One Shot.
This is an unofficial army list written to be used with the Team Yankee rules published by Battlefront.
The points are a guestimate as a point system has not been publish.
90% of the data has been gathered from Ultra Modern Army lists and Organisations Volume 1" written by Bruce Rea-Taylor
published by Tabletop Games June 1985. and Bruce Rea-Tayors Modern Equipment Handbook 1988.
These lists I am producing are dedicated to the memory of Bruce Rea-Taylor who died suddenly in 1989
he was a great loss to the hobby his work during the 1980's on documenting modern armies there organisation
and vehicles for firstly WRG Ultra Modern rules then is own Challenger and Challenger 2 rules he was big loss to the
wargames community.
Geoff Pearson 2015.