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. :)
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. :)