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| View Poll Results: In order which do you prefer (Don't take into account the cost of the examples) | |||
| Firepower > Defence > Mobility (eg King Tiger) |
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16 | 21.62% |
| Firepower > Mobility > Defence (eg Nashorn) |
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5 | 6.76% |
| Defence > Firepower > Mobility (eg Churchill Crocodile) |
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11 | 14.86% |
| Defence > Mobility > Firepower (eg Easy Eight) |
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5 | 6.76% |
| Mobility > Firepower > Defence (eg SS Panther) |
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30 | 40.54% |
| Mobility > Defence > Firepower (eg M4A1 Sherman) |
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7 | 9.46% |
| Voters: 74. You may not vote on this poll | |||
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#1 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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In the hopes of promoting some interesting debate I pose this poll/question:
In order, which do you prefer on a vehicle: Mobility Defence or Firepower? Although I've listed some examples of units I feel fit into these categories, feel free to suggest your own. Also why do you prefer the selection you prefer?
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#2 |
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Plastic Piece Junkie
Join Date: Feb 2004
Location: Wichita Falls, Texas
Posts: 354
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For me:
1. Firepower = more dice more chances of success 2. Defense = the higher the better 3. Mobility = at least 3, don't want to take all day geting to high ground or a good cover spot Thoes426
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"Strength lies not in defense but in attack." - Adolf Hitler You can never have too many extra pieces! ![]() Good Traders Points: (+10 ) Check out: http://panzerpainter.com/ Current Opinion of AAM =
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#3 |
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Grognard Wannabe
Join Date: Jul 2005
Location: Tiger Heaven
Posts: 1,825
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Mobility = concentration of firepower. Dominate locally. Be everywhere at once.
Defense = survivability Firepower = in this game, hits stack from one attack to the other. IRL, it doesn't. So IRL Firepower would be 2nd & defence 3rd. Pretty much TD's & Airplanes if we use MFD. As is, (Mobility Defense Firepower) I would say the Sherman family is what is corresponding the most.
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WARNING: May contain opinions. No actual politically-correctness intended.
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#4 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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Just put the poll up.
As for me, I Mobility is generally my #1 consideration in any game except where one side is an entrenched defender (in which case mobility doesn't matter nearly as much). I like being able to flank, force my opponent onto my terms, rapidly bring firepower to where it's most needed, etc. And even being able to do strategic withdrawls when necessary. <b>Note</b> that Mobility does not necessarily mean speed. SA's like SS Determination / Veteran Crew and Strike & Fade greatly enhance the mobility of units. (And yes this means that aircraft are pretty much the pinnacle of my favoured units; but it also doesn't mean I'm foolish enough to base a whole army on lightly armoured units) Firepower is my next concern. I need to be able to hit and hurt the target. Defence is my least concern, though still an important one. I'm willing to make some small sacrifices if it'll help the survivability a little bit. So technically for the Axis I believe the Puma would fall along these lines, and I'd probably use it if it weren't for the cost ![]()
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#5 |
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RMB Game Designer
Join Date: Feb 2006
Location: Canada
Posts: 1,317
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Mobility = Positioning to maximize the number of guns you can bear on a single opponent target to minimize how many enemy can shoot back.
Firepower = Maximize chances of taking down a enemy that is bigger. (anyone on german......germans on russians) Defense = Not as big an issue. Units will die. Luck will effect dice. People who concentrate on big tanks with high defense are spending too many points to put in one basket (King Tiger maybe being the exception - that is one annoying tank). Cheaper units - More of them - allowing them to work in pairs. If the enemy gets one chances are his buddy will get the enemy. |
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#6 |
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General of the 3rd Army.
Join Date: Jan 2006
Location: Cuernavaca, Morelos, Mexico, at 30 minutes of mexico City.
Posts: 3,060
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Mobility: chance to suround you enemy
Firepower: chance to kill your opponent defense: if you move fast and have good attack stats, you can suround and kill without seeking for a shoot against you, but , with better defence, better possibilities too. |
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#7 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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Seems Mobility - Firepower - Defence is pretty popular, and Defence - Mobility - Firepower is not. Hopefully it's not because of the Easy Eight example! :P
__________________
Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#8 |
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Nuts!
Join Date: Dec 2005
Location: Honolulu, HI
Posts: 548
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Firepower is #1. Mobility is good sometimes, but weak against well-rounded tanks like the Soviets. Defense is good, but does not match well with Mobility (aka the Valentine II). Firepower alone can give you a tactical advantage. Many players are reluctant to put expensive tanks in range of a PAK 40 or a Ho-Ni.
Mobility is second, though Defense is a close third. Mobility can be important in multiple objective games, assault games, counterattacks, and escaping from infantry (try running from SS-PGs with a damaged Croc). Defense is good for close combat, tactical errors, holding ground, and being invulnerable at long range. So, Firepower>Mobility>Defense. The Nashorn is a poor example this because it wasn't meant to be mobile. I prefer the Puma or Hellcat. |
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#9 |
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HHR Committee Member
Join Date: Sep 2005
Location: Chicago
Posts: 2,843
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Amazing that most people value mobility so much -- when you consider that you can start the game just a few hexes away from the objective! Don't kid yourselves -- there's a bare modicum of maneuvering in a "standard rulebook" game, apart from rushing the objective.
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"If we come to a minefield, our infantry attacks exactly as it were not there." -- Marshall Georgi Zhukov HHR - An Axis & Allies Variant Ruleset |
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#10 |
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Senior Member
Join Date: Sep 2005
Posts: 1,123
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Firepower, Defense, Mobility. Now dont think because I said that I will field a tiger in every 100 pt game. It depends on my nationality, and points. Overall I feel having the best attack and power will do me best. Mobility, a strong defense can make mobilizing around impossiable. If you can set your self up so they must travel in open ground to get behind you the firepower I have will blow them away. If they get disrupted they are sitting ducks to my fire. Defense means a lot. If my defense is not good enough ducks or not I could be smashed.
Mobility. I can set up camp close to the objective. In smaller games even having low speed for tank battles doesnt effect me to much for I find my defense makes rear shots still hard and the firepower makes staying in the open a gamble. Mobility can be very helpful and having one extra speed in one game would allow me to take some rear shots at his Shermans. I find mobilty best used for not exactling some massive flank or envelopment but being able to manever effectivly into those flanking or pinning areas without trouble. Forests often get in the way thus making mobility my last. Overall I would say its tactics. My tactics and tactical ideas dont require speed nor my experiance ever needed speed as much as the others. As Ive said before all say it again. Superior Firepower I hope my post made sense. I just typed down my thoughts and ideas as they came into my mind.
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