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View Full Version : On to Army Builds!


Lynx7725
11-06-2006, 06:52 PM
Much angst on the boards lately. Me, I'm turning to building armies. :)

I'm thinking of 2 builds, an offensive, armour-based US (or mostly US) build, and a defensive, infantry-based, Germany build. Both are build as a generic list and not intended to foil each other.

Let's start with the Germans:

1x Haupsturmfuhrer
2x PAK40
2x MG 42
4x Wehrmacht Veteran Infantry
1x Wehrmacht Expert Sniper
2x Panzerfaust 30
2x Pillbox

The idea here is to put the PAK40s into the pillbox and use them to cover the objective from armour, while the infantry do what infantry does best: dig holes and die in them. The Panzerfaust are my last-ditch armour defense, for the inevitable armour rush that wouldl push through the PAKfront.

With the advent of ammo dumps, I might swap in one, but that depends on the performance.

And on the other side:

2x Rhinos
1x M4A3 (105)
1x Sherman DD

Personally, I don't think this is that great a list, as the number of units is very low (four units only..?). I included the M4A3 (105) as a way to dig out infantry, and the 2 Rhinos are supposed to take on any armour they encounter. The Sherman DD is for support, and the odd flanking move over rivers/ lakes which the opponent might have used to anchor their lines.

I suppose I could have gone with a second M4A3 (105), but that felt a bit too overkill-ish.

Comments?

And now I need a little bit of help. I'm currently turning over a scenario in my head, and I need help to break the scenario. The scenario is a beach assault scenario between the Allied and the Japanese. The map would be a 3-map, primarily water with one hex strip of land on the short end of the map.

The objective for the Allies would be to move units off the map on the land strip side (representing landing troop concentration on the island). The objective for the Japanese would be to sink Allied units.

Points are scored for Allied units moved off the map from the land strip; each unit the Allied move off would score points equal to its cost. Points are scored for the Axis side by counting the cost of any Allied units destroyed before they get off board (i.e., sunk in the water or destroyed at the edge of the water).

This is an assault scenario, thus the Allies get 120 points vs. the Axis of 80 points. In addition, the Allies are restricted to Sherman DD, Amtracks, Higgins boats, and any infantry that can be transported by any Amtrack or Higgins boats in the scenario. The Axis are restricted to any Type 2 Ka-Mi, and obstacles only. There are no unit limits in this scenarios.

For deployment, Allies would be placed on the furtherest full water hex possible from the land hex strip, while Axis would deploy anywhere on the 1/3 of the map which is closest to the land hex strip (This is tentative, still haven't worked it out yet). Axis would deploy first, and dice off for first turn as per normal (adding and Allied commander bonus, of course).

Game ends when either side have all their units off board, either sunk or destroyed (which shouldn't be too long unless you guys like to sail in circles).

So, what I need are army builds, for both Allies and Axis, so that I can playtest. :)

mu11etboyz93
11-06-2006, 06:55 PM
id go with another 105.

Predator666
11-06-2006, 07:37 PM
I think the Japanese scenario might go badly for the Japs with those weak Ka-Mi's even vs. amtracks and higgins. I think they should be allowed some type of AT unit, maybe a tank or two.

Lynx7725
11-06-2006, 07:48 PM
Hard to say, actually. Amtracks and Higgins don't exactly have very good AT values, and in return, Ka-Mi's do have sufficently good AT values to attack Amtracks and Higgins -- especially since the Sherman DDs can't fire while in water!

fifleche
11-06-2006, 09:24 PM
2 Rhinos and 2 105 is a VERY good build. Smells of cheese, actually. I've used it online to crush a supposed "unbeatable" army, some of you might remember.

If you want to walk the cheesy road, I would suggest swapping a 105 for two uber-mortars. Same punch against armor, nullifies easily headshot, and rolls too many dice to leave an infantry unit with a mere disruption, so the heroes/"exert will" is foiled.

Kommandant
11-06-2006, 09:57 PM
2 Rhinos and 2 105 is a VERY good build. Smells of cheese, actually. I've used it online to crush a supposed "unbeatable" army, some of you might remember.

If you want to walk the cheesy road, I would suggest swapping a 105 for two uber-mortars. Same punch against armor, nullifies easily headshot, and rolls too many dice to leave an infantry unit with a mere disruption, so the heroes/"exert will" is foiled.

oh oh i remember :D :rolleyes: was it that match that never really ended ;)
lol

fifleche
11-06-2006, 10:09 PM
Well, having TWO adversaries dropping the sponge for a single match would technically still be a victory... or would it count for two?

;)

Qmark
11-07-2006, 12:14 AM
The Axis are restricted to any Type 2 Ka-Mi, and obstacles only. There are no unit limits in this scenarios.Wouldn't it be reasonable to expect the Japanese to fortify a landing zone? Toss some Ho-Ni's or something on the dirt strip.

NorthernRommel
11-07-2006, 12:57 AM
Get rid of a couple Veteran Infantry and the Sniper and replace it with a Brumbar that sticks near the pillboxes to provide anti infantry support.

Otherwise a couple Brens/Bars with Eagle Eye in the opponents army and your toast.

Sherman_buster
11-07-2006, 02:39 AM
Hard to say, actually. Amtracks and Higgins don't exactly have very good AT values, and in return, Ka-Mi's do have sufficently good AT values to attack Amtracks and Higgins -- especially since the Sherman DDs can't fire while in water!

Forgot about that. Actually the Japs will have quite good a chance.

Lynx7725
11-09-2006, 09:38 AM
Wouldn't it be reasonable to expect the Japanese to fortify a landing zone? Toss some Ho-Ni's or something on the dirt strip.
Hmmm mmmh. Forgot this thread was here.

The reason I didn't let the Japanese get any other land unit is for game balance; if I let the Japanese get land units to pot at the Allies on their way out of the water, the Japanese would get an incredible advantage.

As it is, the Japanese should have a good chance of winning this scenario. As bad as the Ka-Mi is on land, in the water, with the Sherman DDs muzzled, it actually can deal a lot of damage to the poorly armoured Higgins and Amtracks -- which, if they are transporting infantry, would add to the points the Japanese would earn for sinking them.

In return, the Amtracks and Higgins can't individually do more than a damaged result. Disruption is really all that is reasonably expected when an Amtrack goes up against a Ka-Mi..

So, if I let the Japanese have an added advantage with land armour, then I got to balance over on the Allied side, and that would mean allowing aircraft. Once you allow aircraft, it's game over man; I'll just field 5 Typhoons and let the cannons and rockets go to town on the poor Japanese armour. After which, I would send in one Higgins boat with 2 KMT just to plant flags.

Folks, I still need assault and defensive builds for this one.


Get rid of a couple Veteran Infantry and the Sniper and replace it with a Brumbar that sticks near the pillboxes to provide anti infantry support.

Otherwise a couple Brens/Bars with Eagle Eye in the opponents army and your toast.
Good point. I'd like to work the Brummbar into the build, but it looks to be a tad difficult. I'll see what I can do anyway.