Oddly enough, I hear a lot of folks unhappy with the new Axis transport walkers. Dare I say that some of them are missing the insanity that Axis seems to be able to put on the table. Now, as always my “I play Allies, not Axis” disclaimer is needed, but I think I have stumbled upon a way to bring these new transports to the table with devastating effect.
Let’s talk basics first – the Prinzluther is not in this equation. It is awesome that it can be taken via Additional Support, but I just can’t see using it. The extra 7AP is worth it to bump that gun up and gain the additional Tank Riders 6, which is what makes the following strategy viable. So, now that we have established that the Sturmprinz is the clear choice for Axis transport, let us take a look at the stats, so we know what we are working with.
At Vehicle 4, it isn’t the heaviest walker on the table and this can prove a hazard if you let them get too close to the action without forcing other, more dangerous threats ahead of them. However, they do have DC 6, which means they can take a little bit of a beating before they go down. Carry Capacity 6 and Tank Riders 6 means that twelve models can ride along in these, which is really the key ability to making this expensive walkers worth running at all.
On top of all of that, we get a pair of rather solid weapons – the 30mm ZwillingsFlak and an MG 44 Zwei. The former is really an all-star, being 36” range with reasonable dice on Soldier units and Aircraft, as well as the ability to put some damage on Vehicle 3 and below. The MG 44 Zwei is nothing new, but adds more dice to anti-air and anti-soldier firepower within 16”.
Now that we have discussed just what the Sturmprinz brings to the show, how about a list or two?
First up, is a more “All Comers” style list:
Zombie Clown Car
Dust Warfare – Force Builder
Faction: Axis (300 / 300)
— Totenmeister – Zombies (104)
Command Section: Totenmeister (28, Hero)
1st Section: Axis Zombies (19)
2nd Section: Axis Zombies (19)
3rd Section: Axis Zombies (19)
4th Section: Axis Zombies (19)
— Sturmgrenadiere Platoon (196)
Command Section: Kommandotrupp w/ Rat Fighters (26)
1st Section: Heavy Flak Grenadiers (26)
3rd Section: Laser-Jagdgrenadiere w/ HVL (27)
4th Section: Laser-Jagdgrenadiere w/ HVL (27)
Support: TPW VI-D “Sturmprinz” (45)
Support: TPW VI-D “Sturmprinz” (45)
In this list, we see the Totenmeister and her special platoon, which is shocking to me. Never did I think it would be worth running, but here it is! Mostly, this set-up is here to allow access to the Sturmgrenadiere Platoon (instead of the double Blutkreuz option that is used below). Why bother with the Kommandotrupp? One German word – Blitzkrieg! Nothing like a free 6” move to really force those transports forward.
The Heavy Flak Grenadiers are there to hoof it behind the transports, bringing lots of dice against Soldier 2 and Aircraft to the party. These will, ideally, keep the aforementioned units from getting too close to at least one of the transports.
The same idea applies to the Laser-Jagdgrenadiere units, except they are meant to use that Supercharged Laser-Kanone to put a mean hurt on nearby armor. Rolling 2/3 on that first shot with Laser rolls on Blanks (High-Visibility Lasers!) seems really, really nasty – especially on a Sustained Attack action. You can potentially do 12 damage with godlike rolls, but even 6 damage is respectable and they are a cheap Soldier 3 unit with Damage Resilient too.
Here is the key to victory though – loading down the transports with the undead! Why is this scary? How about the Sturmprinz opts to March Move 12”, with the Zombies hopping out 3” (for Carry Capacity) or 6” (for Tank Riders) and taking their standard Move action of 12” thanks to Fast. A 27-30” reach is horrifying, which is only exacerbated by the fact that they cannot be Suppressed and are Damage Resilient; meaning unless you wipe them out quickly, you have twenty Zombies in your face throwing buckets of dice at you each turn.
Compounding this is the Totenmeister, who has Wiederbelebungsserum and a nasty set of stats. This lovely lady is able to heal herself or Medic another Zombie back to life, as well as tossing 4/1 across all Vehicle ratings and 6/1 for Soldier 2, 4/1 for Soldier 3, and 3/1 for Soldier 4. Wow! With access to Blitzkreig and a Radioman, putting her unit 36” across the table is a terrifying prospect to almost anyone, I think.
Furthermore, the Totenmeister is a good wound-sink for a unit using Tank Riders, since she can absorb a bit of damage before you start losing models.
So, we have seen what Zombies can do, but let’s talk numbers, because this article is about theory and on paper they looks seriously absurd. In close-combat attacks versus Soldier 2 units, they roll a hefty 20 dice provided they are within 3” of the enemy. Considering the ability to surge across the table and simply wait for a Reaction to get you those attacks or pull you in closer, what is not to love? They also throw 10 dice against Soldier 3 and all Vehicle ratings, meaning a 10/1 attack on a Fast unit – so you should be able to punch most tanks in the butt, guaranteeing your ~3 damage will get through.
On a final note – this list sports a Command Pool of only 6, which means ideally it can go first with some regularity (though never guaranteed). This list wants to go first, so by cramming so much into the transports, it really helps this.
Now, let us take a look at another way to run the Zombie list, shall we?
All-or-Nothing Zombie Clown Car
Dust Warfare – Force Builder
Faction: Axis (300 / 300)
— Heroes
Manfred (15)
— Blutkreuz Platoon (184)
Command Section: Sturmpioniere (25)
1st Section: Axis Zombies (19)
3rd Section: Axis Zombies (19)
4th Section: Axis Zombies (19)
Support: TPW VI-D “Sturmprinz” (45)
Support: TPW VI-D “Sturmprinz” (45)
Support: Sniper Grenadier Team (12)
— Blutkreuz Platoon (101)
Command Section: Sturmpioniere (25)
1st Section: Axis Zombies (19)
Support: TPW VI-D “Sturmprinz” (45)
Support: Sniper Grenadier Team (12)
Here, we lose the Blitzkrieg order and her Majesty of the Dead, but gain some other horrifying options – notably a third Sturmprinz loaded up with some Flamethrower toting Sturmpionieres!
You really must get the most out of your horde of undead, because that is all you really have! Let’s be real though, facing down twenty Damage Resilient Soldier 2 models that are not subject to Suppression is not in any way a fun prospect. However, even if you lose one or two squads (or about that many models total from all of them), you are still hammering your opponent in the next turn with a veritable Shadowrun-level of dice!
Manfred hops on the Sturmpioniere squad that rides on the outside of a Sturmprinz, giving them a DC5 wound-sink for the inevitable Sprays that come from the vehicle getting shot at, as well as Assault! This is a huge boon for the list, as well as shaking off Suppression on Blanks. Meaning, if you start your move at the right spot, you are in the midst of the enemy daring them to act, threatening them with four Panzerfausts and a Flamethrower!
The duo of Sniper Teams is there for long-range Suppression and sniping off nastier units – like opposing Axis Solider 3 DR units. They also can hold objectives in Key/Critical Positions, since they will be in your deployment and whatnot. Just be sure you plan ahead for things like Unprepared – because it might be a good or bad outcome. Can you get across the table and kill your opponent in three turns? If not, avoid this. Otherwise, it can make an unsure enemy move into vulnerable positions.
So, as you can see, the new Sturmprinz has its uses. I had considered many, many other options – but being able to deliver models that can’t be suppressed seemed the most viable of them all. Otherwise, splitting fire properly, the enemy could easily cause so much Suppression on other units that your activations after delivery would be reduced too much. Plus, these guys are Fast, which was another vital component for the rush tactic.
Much like the prior list, the Command Pool for this list is especially low. Actually, absurdly so! It has a whopping 3 units on the table, meaning that it can and will go first with regularity (though again, never guaranteed). This means dumping Zombies at the enemy across the table and getting the ever-important Reactions in his Unit Phase, should they be needed.
I hope I have been able to dispel some doubt and encourage Axis players to give the Zombie Clown Car a try when able, as it certainly looks disgusting on paper.
Feel free to talk about these lists or your own on our forums!




You must be logged in to post a comment.
You must log in to post a comment.