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Der Leiter
10-13-2005, 09:48 AM
ALLIES - FRANCE

MAS 7.5 mm Rifle
With the Urban Combat SA the French infantry are great for defending Town Hexes, expecially when defending in an assault scenario.

Renault R35
Along with the Char, the Renault dominates the early war years. However, as the years progress the Renault quickly becomes obsolete, even considering it’s low point cost. With a mere speed 2 the Renault fails miserable as a ‘swarm tank,’ since even the lumbering German behemoths can move out of the way faster than the Renaults advance. A fun tank, the Renault’s niche is in 1940 scenarios involving the invasion of France.

ALLIES - SOVIET UNION

Commissar
A great commander that increases the efficiency over your units with a little sacrifice on your part. Bravery Enforcement can have a major impact on a battle, allowing your infantry to hit on a 3+; or a 2+ for snipers (or effectively negating -1 from disruption). While Kuomintang Riflemen make great fodder, any soldier with a destroyed counter works just as well. Commissars do not make great primary commanders, since their initiative is only +1. If worse comes to worse remember that Commissars do have Close Assault 6

KV-1
The KV-1 is good, and not overly expensive. It’s effective against infantry, vehicles, and even aircraft. It has a good defence coupled with Hulking Mass, meaning the KV-1 is going to stick around for a while. Transport allows it to carry supporting pieces such as PPSh’s or Grenadiers along with you, helping to defend against enemy infantry or aid in assaulting enemy AFV’s. It’s firepower against vehicles is still somewhat low, currently that’s typical of most Allied tanks.

Mosin-Nagant
Command Dependant is a drawback, but the piece is still usable. Close Assault 8 is a huge deterrent, especially with a Commissar close by. Because of their drawback the Mosin-Nagants are best used defencively such as holding the objective.

T-34/76
In 1941 this tank is simply the best there is. Beyond that I generally prefer paying the extra four points for a KV-1. There are some differences that can be significant depending on your playing style. The T-34/76 is faster, and the four points could be spent on other units. Defence 5/5 with superior armour 2 makes it hard to damage the tank from a single shot, but multiple attacks are just as effective. It’s slightly worse at shooting infantry, but the points you save can buy you a PPSh for a tank rider. All in all it’s a good medium tank that doesn’t become obsolete as the years pass.

ALLIES - UNITED KINGDOM

6 Pounder Antitank
As with the SMLE, the 6 Pounder has been made obsolete by another unit. The eight dice at long range make it a threat against most medium Axis armour, the Inspiring Lieutenant allows them to reposition during the movement phase. 3/3 defence is easily disrupted or destroyed though.

Churchill Crocodile
The Crocodile is an interesting vehicle. It’s extremely slow, but has an extremely high defence to help it get where it’s going. At medium or long range it’s next to useless against infantry, but up close it’s 10 dice flamethrower will fry them. Against vehicles it’s no better than an M4A1 Sherman, but again the Flamethrower SA makes it devastating up close. The Crocodile is best used to steadily move towards the objective and hunker down, flaming anything that tries to usurp it. Move along the road whenever possible for the movement bonus.

Crusader II
It’s main advantages are it’s speed of 4 and Vanguard. It has enough dice to be a threat to most vehicles, but is incapable of handling infantry. Prone to Breakdown is similar to the T-26’s unreliable, and most be treated accordingly.

Humber Scout Car
A staple unit, the Humber Scout Car is a great infantry hunter. It’s high speed, strike & fade, and good attack dice against infantry all combine nicely for an effective hit-and-run unit. It’s best used to support your tanks and remove key threats.

Inspiring Lieutenant
Still the only British Commander available, the Lieutenant can be very useful, or at times just a waste of points. He has the attack stats of a standard infantry, and an even higher close assault value. Tally-Ho! Lets him move your infantry faster and even allows artillery units to move when normally they can’t. The Lieutenant is best used as part of a mobile army, which the British excel at.

M3 Stuart
Fast, inexpensive, and effective, the M3 Stuart is a great unit. While it’s vehicle attack values may not be great, like the T-70 it’s fast enough to out manoeuvre the enemy and get a rear shot. All Guns blazing means any exposed infantry are just asking for it.

Royal Engineers
One of the worst units in the game. Close Assault 16 is about the only thing he’s good for, but getting in the same hex as the enemy can be a problem. For the same cost two M2-2 Flamethrowers or Bazookas would be much better. Blowing up bridges is laughable, and they only have a 50% chance to even do that.

SMLE No 4 Rifle
Already made obselete by a unit in the same set (French MAS). The SMLE is 1941, not 1939, and doesn’t have anything to replace Urban Combat. Again except for scenarios or insufficient numbers, why would you ever want to use it?

Vickers MG Team
The Vickers is a staple Machine-Gun for the Allies. Six dice at long range against most infantry gives a one-in-three chance of disrupting it, giving you a decent chance to disrupt multiple targets or destroy a single one.

ALLIES - UNITED STATES

Bazooka
The Bazookas are a great specialized AT unit. While slow on foot, they work well on Jeeps; dropping off all around the target and pinning it, unless it wants to risk the 9 dice on it. Still, if available, the flamers are a better all-around unit.

Jeep
One of the best allied units; the Jeep can transport Flamethrowers or Bazookas adjacent to the enemy where they hopefully take them out. More often than not your opponent won't fire on the "useless" Jeeps since they have no combat value by themselves. Commanders are great on them so you can spread their effects around. On bigger maps they can zip around your infantry where they're needed. And if having a gun that can't shoot bothers you, remove it.

M1 Garand Rifle
The Garand Rifles are one of the best rifle infantry. 7 dice at medium range gives a significant advantage in infantry battles. Work well with the Red Devil Captain to increase their dice and give pinpointer.

M18 Hellcat
For an extra one, or two if you have flanking, more dice than a Sherman, the M18 Hellcat is simply terrible. -2/-2 defence, and useless against infantry simply aren't worth the speed and 1 point less.

M3 Lee
Like a Sherman it is good against infantry, but it’s primary AT attack is terrible. While the Additional Hull-Mounted Cannon is only slightly worse than a Sherman’s (-1/-1/-1) it is fairly easy to get out of arc of this slow moving tank. With strike & fade going first allows you to hit-and-run, but not very far. Also not being able to receive cover makes the M3 Lee very vulnerable. In 1942 North Africa games the M3 Lee can be usable since it can engage multiple targets, but that’s about the limit of it.

M4A1 Sherman
The Sherman is without a doubt an excellent tank for it’s points. Well rounded, it can deal with any threat; infantry, vehicles, and even works decently against aircraft. It’s cheap enough that you can afford multiples of them, and no points are wasted on mediocre special abilities. Any new tank is always measured up to the standards set by the M4A1.

M4A3E8 "Easy Eight"Not really worth the points. At 10 points more two KV-1's would be a better investment. A lot of points seem to be tied up in the special abilities that just aren't worth it.

Marines M2-2 Flamethrower
A great Allied infantry unit, the flamethrower is able to threaten any unit in the game. Should always be on a Jeep. Most players just won’t want to take the chance that you’ll roll three sixes against their Tiger, and withdraw. Even ignoring the three sixes, the fact they ignore cover makes them powerful and good for clearing out the objective. I prefer them to Bazookas simply because they are much more versatile.

Mortar M2
The US Mortar is decent, it has the long range and isn't too costly. Pairs nicely with a RDC as well.

'Red Devil' Captain (aka RDC)
The Red Devil Captain is still one of the best Allied Commanders. He has decent attack stats, a solid command ability, and a good cost. Infantry are extremely hard to remove, and the -1 to cover rolls helps considerable in dealing with them. Anti-vehicle attacks reduce the target’s defence to a roll of 6. Overall a good unit, and possibly worth using a pair in your army if infantry heavy.

Der Leiter
10-13-2005, 09:49 AM
AXIS - GERMANY

Jagdpanther
Quite a terrible unit, it’s best to either pay the 6 more points for a Tiger, 8 less for a Panther, or get two Panzers. Bad against infantry, vulnerable to aircraft, easy to move out of it's arc, and very costly. The Jagdpanther tried, but just didn't make it.

Light Mortar
Another terrible unit. Just take a Blackshirt instead. The Blackshirt's medium range is about the same, but is far superior at closer ranges, and has both Ruthless and Close Assault, which often go nicely together.

Mauser Kar 98k
The Mauser is a decent basic unit, but is usually a filler unit for extra points after you’ve taken the SS-Panzergrenadiers. Sometimes it’s worth paying the extra point for the ruthless Blackshirts, depending on the exact scenario.

MG 42 MG Team
The MG42 is a great anti-infantry weapon; 7 dice at long against infantry with double shot is enough to keep them pinned down, or moving a different way. Suppressive fire will very rarely be used.

PAK 38 Antitank
Outclassed by the PAK40, and less maneuverable than the only slightly more expensive Panzer III. The PAK38 is only still useful because of it's Seasoned Crew ability; meaning vehicles only get a save of 6+ against it.

Panzer II ausf C
The Panzer II C just isn’t good against anything. Against infantry it has a 33% chance of disrupting 4/4 defence at close or medium range. Doesn’t sound so bad until you consider that you can get an MG42 for +1 point that has a 50% chance at long range, and even higher at closer ranges. Against vehicles it’s far worse. Against aircraft each shot has a 10% chance of disrupting; again not so great.

Panzer IV ausf G
With the Panzer IV being revised (SS PzIV F2) and used for variants (Jagdpanzer IV), there is little need for this unit in a standard game anymore. It will still see use in larger and/or historical battles where either you don't have enough SS Panzer IVs, or the SS would be inappropriate.

Panzerfaust 30
A great backup antitank unit, 6 dice at medium range is effective against the rear of most Allied Tanks. Far superior to the US Bazooka, and well worth the extra point. The Panzerfausts are useful for guarding the flanks of your tanks.

Sd Kfz 222
This armoured car is much like the Panzer II C, but with a bit better survivability. It’s high speed combined with Strike & Fade make it hard to catch. However it’s attacks are nearly the same as the Panzer II C and without double shot. It’s best used to hunt down defence 3/3 infantry (Snipers, Mortars) or light vehicles (FO Jeep, Katyusha, Halftracks).

Sd Kfz 251
The halftrack is simply too expensive and too fragile to use in a standard game. However in larger games it becomes much more useful because of the speed it can transport units, and because it generally isn’t worth firing at with other more powerful AFVs around.

sIG 33
The sIG is a decent investment in earlier years, but is very fragile. The Brummbar is almost 50% more points, but has significantly better defence. In general, even if the sIG never fires a shot just the threat of it forces your opponent to react to it / divert resources to deal with it. Infantry can't advance on it because it'll tear them apart. Vehicles can, but it can withdraw and lets your tanks take care of the threat.

SS Haupsturmfuhrer
An excellent commander, his +3 Initiative and Fanatic / Exert Will abilities are always useful. Combined with SS Panzergrenadiers that are already a pain, the SS Haupsturmfurher makes them that much more of a threat. Always keep him out of sight when possible, as he has a high priority target for your enemy.

SS Panther ausf G
The SS Panther G simply has great mobility. Not only is it speed 4, but SS Determination means it’s very hard to stop it from going where it wants. 6/4 Defence with Superior Armour 2 means it’s hard to damage from the front with a single shot, but needs to be very careful about the placement of it’s rear. Aircraft are a threat to the Panther, though the Superior Armour and SS Determination reduce the significance of that threat.

SS Panzergrenadier
The SS Panzergrenadiers are very good for their cost. They are more than a match for most regular infantry. Ruthless is a great ability, making them that much more powerful. Combined with Angriff/Banzai Charge these SS can quickly become a powerful menace. Players tend to get very cocky with them though, and that leads to their downfall. An SS Commander is nearly must for a group of SS Panzergrenadiers.

Tiger I
The Tiger I is good, possibly the best tank around despite its cost. Overrun is best against units without close assault, especially machine-gun teams, or single soldiers that can’t harm you as you move in (i.e. not Bazookas, Flamethrowers, PIATs, etc). 37 points still leaves you with some decent options for support units as well; Panzerfausts and SS-Panzergrenadiers being good options.

AXIS - ITALY

Carro Armato M13/40
These “rolling coffins” are actually decent tanks despite their huge drawback. Their attack against infantry is fairly decent for an Axis unit, as is their overlapping fire ability. Because of the Highly Flammable SA the Carro tends to draw a lot of fire as your opponent tries to make it explode – this can be used to your advantage.

Fucile Modello 1891
In most cases inferior to Mausers, one or two up on the frontline where they will quickly be lost anyway could be useful. The extra dice are good, but don't last long and make the infantry pretty bad afterwards. Even in Italian Armies, the Blackshirts are a better choice.

AXIS - JAPAN

47 mm Type I Antitank
This Japanese artillery is inferior to most, having significantly less dice than even the ZIS-2 at only one point less. The Set III Romanian AT Gun has exactly the same stats but gains Camoflauge. Not worth using except in a Japanese Army; in which case a Ho-Ni is better.

Arisaka Rifle
With only 5 Dice at medium range, they have only a small chance of scoring a hit against other infantry. If they close in, the Arisakas prove a bit more able, but the difficulty is getting there. The Arisakas require supporting fire from Machine-Guns or Mortars to disrupt the enemy and allow them to close where they can put their Hand-To-Hand 12 to use.

Imperial Sergeant
An expensive but decent leader, the Imperial Sergeant is often found leading a group of rapidly closing Arisaka Rifles. His Hand-to-Hand 10 is great at keeping enemy infantry away though, and his Banzai Charge command ability allows the Arisakas to close with their Hand-to-Hand faster.

Type 89 Mortar
Expensive, but good. The seven dice give you a 43% chance to destroy any infantry. Combined him with a SNLF Captain and they can only save on a 6 (roughly 35% chance of death). They are best used to fire at long range then withdraw when the enemy closes. Too many mortars quickly become expensive; generally 1-2 combined with a Machine-Gun is best.

Type 92 MG Team
The Type 92 Machine-Gun Team is three points cheaper than the MG42 but shows it with its low attack dice. Against infantry it has the same attack as a Kuomintang Machine-Gun Team, though is somewhat better against vehicles. This Machine-Gun is best used to support your Arisakas by disrupting enemy infantry.

Type 95 Ha-Go
The Ha-Go is one of the best Japanese tanks, despite a fragile 2/2 defence. They are fairly dependant on their being forest terrain on the map; the more the better. With Forest Camoflauge the Ha-Go can’t be hurt too badly, but repeated disruptions will allow the enemy to quickly close the distance and destroy your reduce defence 1/1 tank. Forest Runner allows you to quickly move through the map and flank your enemy. Poor suspension isn’t too bad most of the time, since you can at least move along the roads. For only 9 points it’s dice are decent against both vehicles and infantry.

Chairman7w
10-13-2005, 10:08 AM
Great stuff Der Leiter - thanks!

NewtonCain
10-13-2005, 10:36 AM
very nice :D

Comassion
10-13-2005, 10:38 AM
Yeah, looks like a good take on the units. I'll have to give those M2 flamethrowers a shot.

PUNISHER
10-13-2005, 05:50 PM
Well done. I got to agree with all you have said.

Der Leiter
10-14-2005, 03:27 AM
Thanks for the support everyone, I was just wondering if anyone had a Ha-Go and could confirm the "always makes cover saves in forests" on Forest Camoflauge for me? Just seems wrong that a 9 point tank can at best be disrupted by anything but infantry Close Assaulting it. *Sigh* 2 Cases and I didn't pull a single one.

jeffgoboom
10-14-2005, 04:17 AM
"Forest Camouflage - While this unit is in a forest hex, it automatically succeeds at cover rolls against long-range attacks." Just the 5-12 range stuff. Short and Medium still toast it if it can't make cover roll.

Der Leiter
10-14-2005, 04:53 AM
"Forest Camouflage - While this unit is in a forest hex, it automatically succeeds at cover rolls against long-range attacks." Just the 5-12 range stuff. Short and Medium still toast it if it can't make cover roll.

Alright thanks.. that's the problem with second hand information, it's wrong a lot of the time.

Comassion
10-14-2005, 06:58 AM
I have a small request - can you post the point values of the units? It would make this post a great lookup table for when you don't have cards nearby. The Ha-Go is 9 points, I believe.

Kriegshund
10-14-2005, 08:27 AM
Try this website Comassion, it has a graphic of all the units stats and special abilities, plus a picture of the units.

http://www.triton-tek.com/aam/aam.asp?UnitID=1

SSG_Huble
10-14-2005, 08:31 AM
Absolutely superb post. This is what makes being part of this community fun!

I absolutely agree with at least 90% of everything you said! Good Job!

Der Leiter
10-14-2005, 03:53 PM
Absolutely superb post. This is what makes being part of this community fun!

I absolutely agree with at least 90% of everything you said! Good Job!

I'm curious about the 10% you didn't agree with.

Sgt Barker
10-14-2005, 04:24 PM
Great posts. Appreciate your appraisal of the figs.


That said, one thing stands out. Everyone slags off the SMLE. Yet it is exactly the same unit, stat wise, as the German rifleman, and so close to *all* the other riflemen that, well, I don't get it.

Given that all the 3 point rifle guys are pretty much the same unit, what makes the SMLE so very bad?

Der Leiter
10-14-2005, 09:08 PM
Great posts. Appreciate your appraisal of the figs.


That said, one thing stands out. Everyone slags off the SMLE. Yet it is exactly the same unit, stat wise, as the German rifleman, and so close to *all* the other riflemen that, well, I don't get it.

Given that all the 3 point rifle guys are pretty much the same unit, what makes the SMLE so very bad?

Mausers/SMLEs aren't bad. The problem is that the French Infantry have the exact same stats as the British Infantry plus Urban Combat, and for the same points. Mausers are different from Arisaka Rifles, and even the Italians give you the choice of more dice now for less later.

As I see it there's very few reasons to use the SMLEs: #1 You're out of French Infantry. #2 You're playing a Scenario that specifices them. #3 You're playing an all UK army.

Der Leiter
11-01-2005, 11:54 AM
Updated it with some thoughts on interactions with the new revealed Set II units.

darthpoke
11-01-2005, 10:25 PM
This is a good take on the set and was very useful for helping new people like me familiarise ourselves with the game. Thanks! and Kudos!

Der Leiter
11-02-2005, 04:44 AM
This is a good take on the set and was very useful for helping new people like me familiarise ourselves with the game. Thanks! and Kudos!

No problem, glad you found it useful.

357FTG
11-02-2005, 06:09 PM
You are right about the hellcat, must be used as a secondary force. Shermans up front, hellcat sweeps around behind, works well in a larger point army.

Raptor
11-25-2005, 07:29 PM
I'm thinking of running 2 shermans, 2 hellcats and 2 humbers. The shermans advance up the center on the objective, while a humber and hellcat team speeds along both sides to flank out the enemy.

Der Leiter
11-25-2005, 08:20 PM
I'm thinking of running 2 shermans, 2 hellcats and 2 humbers. The shermans advance up the center on the objective, while a humber and hellcat team speeds along both sides to flank out the enemy.

Personally, I'd just go with 3 Shermans and 1 Hellcat instead of 2 and 2. The M18s are much more vulnerable and can be picked off by MG teams, Mortars, etc, and the Shermans are just much more capable against infantry. 1 Hellcat isn't so bad as it can, as you said, flank the enemy fairly rapidly.

I've found that in every game I've seen them in (whether myself playing them, or others) they make one shot then die.

Demolitiondude
11-25-2005, 11:00 PM
MGs on a Hellcat? How is that possible since MGs have like poor close range shots on vehilces without close assaulting.

Oberst Hermann
11-25-2005, 11:21 PM
MGs on a Hellcat? How is that possible since MGs have like poor close range shots on vehilces without close assaulting.

The M18 Hellcat has Defense 3/2; the MG-42 has 3/3/2 vs. Vehicles. With a Hellcat rear and side attacks have a moderate chance to Disrupt the M18, and can occasionally Damage it.

Der Leiter
11-26-2005, 05:21 AM
The MG 42, for example, has 3/3/2 dice so at long range could disrupt the Hellcat from the rear and in fact has a 25% chance of that. At short or medium range that increases to 50% for disruption or 13% damaged on the rear. The Hellcat is immune to the MG's LR attack against its front armour, but once it closes to short-medium range there's a 13% chance of disruption. And then consider that the MG gets two shots so has double the chance of hitting, and a greater possibility of doing more than disruption.

MGs on a Hellcat? How is that possible since MGs have like poor close range shots on vehilces without close assaulting.

Also note that at this point no MG has a close assault rating.

Raptor
11-26-2005, 03:46 PM
The Humber with each of the Hellcats would be used to suppress the infantry threats (MG42, mortars, PAK 38s, etc). While the Hellcat kills the vehicles. Both vehicles have the same mobility (speed 5 and High gear 2).

Der Leiter
03-24-2006, 10:29 PM
Updated for Set III

My how far we've come.

marineair
03-25-2006, 05:17 AM
Always a good read, man. Thanks for your input.