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.
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.