Sometimes you want an infantry unit that just refuses to care about small arms fire. Stahltruppen exist exactly for that vibe.
They are not generic heavies, because they sit right between elite assault troops and mobile support teams. Kris Sherriff leans into that idea hard, breaking down how they actually work on the table. Consequently, you get a clear picture of why these guys feel different from normal infantry.
What Makes Stahltruppen Different On The Table
Kris opens by framing Stahltruppen as the Axis attempt to build infantry that simply walk through fire. Rift tech did not just upgrade tanks, since it also reshaped frontline soldiers. Encased in Grade 2 powered armour and carrying weapons usually reserved for crews, they act as deliberate shock troops. Additionally, they are tough enough to fight through contested ground, yet flexible enough to scare both armour and infantry.
On the tabletop they live between elite assault infantry and specialised support teams. They are not just “veterans with better stats”, because their rules let them change the pace of games. Their durability makes them reliable mid board anchors, while their weapon access lets them threaten several target types. Moreover, their Rift enhancement Vormarsch! gives them timing control that most infantry only dream about.
The core identity is simple. Stahltruppen reward players who make deliberate advances, not random skirmishing. They thrive when the plan is clear, the objective is defined, and you are spending Order Dice with intent.
Armour, Damage Value, And Smart Survivability
The beating heart of the profile is Damage Value 7+. In Konflikt ’47, that is a huge breakpoint. Rifles, SMGs, and other standard infantry weapons do not have enough Pen to hurt them at all. Additionally, this means even a small squad can ignore the most common firepower in the game.
However, they are not walking tanks. They are still elite infantry with a low model count. Against +1 Pen weapons they only take damage on a 6+, which roughly matches the durability of a larger DV6+ squad. Three DV7+ bodies soak about the same punishment as six DV6+ models. Additionally, once Light Automatic Cannons with +2 Pen appear, the odds shift to 5+, and the lack of bodies starts to bite.
Kris notes that they often need around eighteen shots from those guns to reliably remove. That is still better than most units, but every wound hurts their output. Once true anti tank weapons join the fight, they can absolutely suffer. Additionally, their power armour brings defensive tricks that reward careful positioning rather than blind charges.
The Long Range rule reduces the Pen of attacks coming from beyond half range. This often bumps mid Pen weapons back into low threat territory unless the enemy closes. At the brutal end, Shaped Charges have their Pen halved against power armour. A Pen 6 attack becomes Pen 3 instead. Consequently, a near automatic kill drops to a 4+ roll, which gives the squad a real chance to live.
Used well, those layers make them extremely hard to shift. A few armoured veterans in good terrain, spaced with Wide Formation, and blocking lines of sight can lock down big areas. However, if you march them straight up the middle under anti tank guns, they will pay for it. They are resilient, elite, and reliable infantry, but still infantry.
Vormasch!, Tempo Control, And Battlefield Role
Vormarsch! is the signature rule that defines how Stahltruppen feel to play. When given an Advance order, they can choose to automatically pass the test and discard all Pins. There is no roll and no condition. Additionally, this can be done once per Order Dice cycle, so you always know when the reset is coming.
For normal infantry, Pins are the main way enemies control your movement and actions. Sustained fire slows squads, forces failed Orders, and eventually breaks units. Stahltruppen simply sidestep most of that. Small arms cannot hurt them, so they also cannot pin them. Heavier weapons can stack Pins, but Vormarsch! lets you clear everything and keep moving when it matters.
This makes their movement unusually dependable. Advance is the most flexible Order in the game, and they can essentially guarantee it. They do not get stuck on crucial turns or sit there shaking under Pin pressure. Additionally, they cannot be locked down by the usual volume of rifle fire that pins regular squads.
If you add the Fanatics upgrade, their staying power increases again. Fanatics ignore negative morale modifiers from Pins when taking Morale checks, as long as at least two models remain. It does not change Order tests directly, but it stops them breaking under stacked Pins when things get rough. Consequently, removing them through morale attrition becomes very difficult.
Vormarsch! is not free. After using it, their Rift Die becomes Exhausted and they gain Lumbering until it recovers. Their Advance drops to four inches and their Run to eight, so repositioning becomes slower. Used too early, you can strand them. Used at the right moment, especially with the Axis Our Salvation rule in support, it unlocks decisive pushes. Additionally, this creates a natural tempo rhythm around when you trigger the ability.
The key takeaway is that they are not fast, but they are reliable. Vormarsch! only works with Advance, not wild rushing. However, they almost never fail when you decide to move. Most infantry always fear failing a key Order test. Stahltruppen do not. When you decide that now is the turn to step forward, they go.
Weapons, Build Paths, And How They Punch Above Their Weight
Their rules alone would make them interesting. Their weapon options push them into “toolbox star” territory. You can tune them into shock troops, fire support, or compact anti armour hunters. Additionally, every build keeps that powered armour core, so they stay relevant longer than their model count suggests.
By default, each Stahltruppen carries an StG 44Z. It has eighteen inch range, three shots, and the Assault rule, which grants Tough Fighter in Close Quarters. That means they move and shoot without penalty, then hit surprisingly hard in melee. A squad built around these rifles plays aggressively, using resilience to bully midboard zones.
You can swap an StG for an Axis Light Machine Gun. This change sacrifices some melee punch for reach. The LMG has thirty six inch range and five shots thanks to Buzzsaw. Additionally, this gives the squad consistent long range firepower that their basic guns lack. LMG builds like to anchor positions and pour dice into enemy infantry across the table.
The Light Anti Tank Gun is where things get spicy. Normally a weapon like this sits on a static team. Because of Augmented, Stahltruppen can move and fire it without Fixed or Team penalties. You get a forty eight inch shot at Pen 4 with a small HE template. Additionally, the wielder can focus on vehicles while the rest of the squad shoots infantry, since they can split fire. This loadout turns them into a true hybrid threat.
Panzerfausts are taken per model and use the Anti Tank Launchers rule. Usually one model per Order can fire a Panzerfaust instead of its main weapon. You get a short range Pen 6 shaped charge that scares even heavy armour. Alternatively, you can unleash every remaining launcher in a single volley. You roll a D6 to see how many actually fire, and any unused launchers are lost.
Because the volley is capped by the number of surviving models, Panzerfausts shine on small squads. A three model unit will hit its maximum shots roughly two thirds of the time. Additionally, regardless of their other guns, Panzerfausts make them a credible deterrent to enemy tanks.
Kris then maps out several natural build paths. A three model unit with no upgrades is an extremely efficient compulsory choice. You get DV7, Large, Assault, and full Vormarsch! reliability in a tiny footprint. They are perfect late game scorers, midfield holders, or flank annoyances that shrug off regular fire. Adding Panzerfausts here extends their threat without changing their role.
The “utility hunter” path adds a Light Anti Tank Gun. This turns them into a midfield toolbox with real reach. You can keep the remaining StGs for close threat or swap some to LMGs for sustained fire. Additionally, the AT gun lets them interact with transports, dug in infantry, and vehicles far away.
A “flexible fire support” build runs several LMGs plus Panzerfausts. You sacrifice AT gun range but gain a steady volume of dice and a strong short range tank threat. At any moment they can sit back with LMG fire, add a Panzerfaust for extra punch, or commit to an all out volley. Additionally, this variant supports your line while punishing vehicles that overextend.
The “armoured spearhead” build is a full six model squad in a transport. The vehicle shields them from early high Pen fire and delivers them deep. If the transport explodes, the blast has no Pen, so the squad shrugs it off. Any Pins from the destruction can be wiped with Vormarsch! when they activate. Additionally, this combo loves Rift Master support, which brings extra Rift dice and melee bonuses.
Stacking Surging Rift and Guts support lets them hit like a wrecking ball when they dismount. Large means they strike simultaneously in Close Quarters, Tough Fighter gives extra attacks, and Fanatics keeps them fighting even against other DV7 units. It is a big investment, but when timed with the rest of your list, the payoff is decisive.
Durable, Deliberate, And Decisive
Kris closes by leaning into the Stahltruppen mythos. On paper they have always felt like relentless, unstoppable infantry. Once you see how armour, Rift abilities, and weapon loadouts interlock, that legend becomes something you can engineer. They are not invincible, and they are not perfect answers to every problem.
Instead, they are compact elite units that reward deliberate play. They want smart positioning, careful order sequencing, and a clear plan for when to push. Additionally, their price point is reasonable enough that you can still pack supporting tools around them. Whether you run them as efficient compulsory choices, flexible hunter teams, or full spearheads, they consistently punch above their weight because they cut out so much battlefield randomness.
Play them with intent, respect the guns that can actually hurt them, and they will feel every bit as brutal as their reputation suggests.
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