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Aries
11-07-2005, 07:09 AM
I am playing a 250pt, 15 unit max, 9-map(3x3) game tonight. My allied opponent with be America w/ Brit support (I have a new Ic :) )
I have come up with two possible platoons. I am leaning toward the first as it gives me more offensive attacks and more flexibility but the second could be very intimidating.
Which of these, if any, would you go with and why? I do not have any more PzG available (still waiting on the judging to be complete for the diorama to free up by other three).
Reinforced Panzer Platoon
Cost: 249 Total Units: 15
4 Panzer IV Ausf. G
2 Panzerfaust 30 (to be loaded onto the 251 for anti-Hellcat duty)
1 SD Kfz 222 ("Red Devil" hunting)
2 SD Kfz 251
1 SS-Haupsturmfuhrer
1 SS-Panther Ausf. G
3 SS-Panzergrenadier
1 Carro Armato M13/40 (infantry support)
Hvy SS Panzer Platoon
Cost: 249 Total Units: 11
1 Mauser Kar 98K
1 Panzer IV Ausf. G
1 Panzerfaust 30 (to be loaded onto the 251 for anti-Hellcat duty)
1 SD Kfz 251
1 SS-Haupsturmfuhrer
1 SS-Panther Ausf. G
3 SS-Panzergrenadier
2 Tiger 1
Comassion
11-07-2005, 07:27 AM
Of the two builds, I would take the second. I definitely prefer a pair of tigers to 3 PZ IVs on armor, and the infantry in this game isn't going to make as much of a difference as the armor. Once you beat the enemy armor, any surviving tigers can overrun the rest and destroy them with combined fire from the Panzergrenadiers and tanks. I think you only need 1 SD Kfz 251 at most, and I don't look favorably on the Sd Kfz 222 for hunting anything.
Aries
11-07-2005, 08:11 AM
My only concern is this will probably my opponents build (from past experience). I am concerned that my 4 tanks could be overwhelmed by his 9.
1 Bazooka
3 M1 Grand Rifle
2 M18 Hellcat
6 M4A1 Sherman
1 M4A3E8 Sherman "Easy Eight"
1 Marines M2-2 Flamethrower
1 "Red Devil" Captain
Careos
11-07-2005, 09:44 AM
Even if you use the tigers, you are going to be overwhelmed by his tanks. Your best chance is your first one as you have 4 tanks you can use to tie up a majority of his, then you can TRY to pick some off with the panther at long range.
Comassion
11-07-2005, 09:48 AM
If you're worried about that build, try this:
2 Tigers (126)
1 Panther (49)
1 Pz IV (30)
2 Pak 38s (20)
3 Panzergrenadiers (15)
1 Kar 98 (3)
1 Haupsturmfuhrer (7)
Use the Pak's to keep the hellcat away and cause damage if he brings his tanks into Medium range. You can sit back at long range and win most armor engagements. The Panzergrenadiers can threaten his tanks and deal with his infantry. Let your Tigers soak up most of the shots and keep the Panzer IV back at extended range if possible.
Aries
11-07-2005, 12:01 PM
I was concerned using the Pak 38's as we are using a 3 x 3 gamemap for tonights game and they may be easily bypassed. My opponent likes to rush his Hellcats on the flanks. One reason I agreed to the 3x3 is he wanted to have more manuvering room. I wanted longer LOS so I hope we both will be be happy with this configuration.
My overall plan was to have the infantry and tanks advance on one flank and center (the flank with the longest LOS) and use the 251/PF combos and 222 to hinder him on the other flank. Being it will be a rather large map with few units and 3 main roads the 251s and 222 should be able to get into his rear lines quickly and harass his troops.
The Carro was going to be my rear guard for my main force.
Comassion
11-07-2005, 12:35 PM
Money spent on the 251's is better spent on Carro Armatos. I don't think it's important to harass his troops if he fields an army like the one you've listed - this is a 250 point game, and you can be assured that most of his 15 units arrayed against you will be Armor. You should therefore gear yourself to win the armor battle. With the benefits of Extended Range, better long range attacks, and good armor, your armor can sit back on the map and engage his at safe ranges. He will either have to hide his armor (allowing you to fire at other targets) or charge your safe zone where you have your PAKs for support.
Of course, if this is a 7-turn game then don't take the AT guns. You need extra time to play the waiting game, and in 7 turns on a 3x3 map, you'll need to advance.
Aries
11-07-2005, 12:53 PM
We are going for at least 12 turns, maybe 15 if it gets interesting. If I had another Carro Armato I would purchase it. Right now I have only the one.
My opponent tends to get distracted by feints so I was thinking if I had the fast mobile units harass his infantry and Hellcats he may end of making a mistake whereby my 4 PzIV and SS Panther could nail him.
What about this?
Panzer Platoon
Cost: 250 Total Units: 13
1 PAK 38 Antitank Gun
5 Panzer IV Ausf. G
1 Panzerfaust 30
1 SD Kfz 251
1 SS-Haupsturmfuhrer
1 SS-Panther Ausf. G
3 SS-Panzergrenadier
Would you keep all the armor together or split it into two 3 tank teams? I need at least one 251 as we added a few points to the game so I could afford one so that would be unfair not to purchase it.
Comassion
11-07-2005, 01:17 PM
I would drop the PAK from this build - my thoughts for using the PAKs were to sit back, which isn't compatible with the idea of moving forward and engaging with units that feint ahead. Drop the PAK and maybe a Panzergrenadier and take a Carro Armato and a Kar-98.
Y2UAsk
11-07-2005, 01:23 PM
A big part of succeeding at AAM is achieving local superiority at some point on the map and then defeating a portion of your opponent's force with the majority of your own. With that in mind, you'll almost certainly want to keep your tanks together -- while simultaneously luring your opponent into spreading his out -- so that you can overwhelm them in detail. It doesn't matter if your opponent outnumbers you nine tanks to five if he breaks them into three-tank penny packets for you to destroy. That is, in fact, the ideal situation for you.
Steve
Horst
11-07-2005, 02:12 PM
I'd go with the Hvy SS Panzer platoon (with small change).
The 251+PzFaust just seems way too vulnerable. He only needs to get 4 successes to destroy both units. At long range, this should still be pretty easy to do. That many Shermans will catch it, fast. If you unload the PzFaust in time, then it's left hanging against the Shermans.
I'd swap-out the 251/PzFaust combo (19pts) and put in two MG teams. (Total army now 250pts) Use their Double-shot and long range attack to wittle-away his infantry as soon as possible.
The map size should allow your extended range tanks to take out any Hellcats before they can flank.
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