What are the most effective units?


  • good point


  • @Monty’s_ego:

    good point

    Better point.

    5 6 prdrs
    3 Humbers
    1 Sherman
    1 Inspiring Lt

    Worth if just to see the worried look on the German
    players face lol. :D

    The Humbers are great at flanking and keeping the enemy infantry
    at bay. In a pinch they run for the objective. Followed by the big
    gun cluster.

    The Sherman is just your floating Ace. But if you loose it does not
    matter if you can get in position first. Can be used with the Humbers
    to annoy and slow down the opponent, as well as take out his
    lighter vehicles.

    The LT allows the AT guns to move +1 as a battery. 5 shots versus
    1 or 2 from the average attacking force. Not a good outcome for
    the German. Get all 5 in a woods (2 per hex) with a good view of
    the objective.


  • I tried the transporting the Bazooka with the Jeep tonight.  Worked really well.  I just wish the Jeep had an attack to go along with that .50 Cal sitting on the back of it.  :)

  • Founder TripleA Admin

    @Northern_Rommel:

    @Monty’s_ego:

    good point

    Better point.

    5  6 prdrs
    3  Humbers
    1  Sherman
    1  Inspiring Lt

    If you play against this with axis, just a few Panzergrenadiers make short order of the 6 pounders. You maneuver around the remaining 6 pounders. Against heavy tanks you will be hard pressed to make any impact at medium and short range. If using Allies against this team, you can use a KV-1 to work on this units.

    But this is a very intriguing idea, the problem is that the 6pounder cannot maneuver very easily at 9pts each. For 2 of those you’d almost be better off spending 3 more for a Sherman or even 4 less for a Stuart.


  • My best units are the SS panzergrenadier, for they are truly worth the 5 points that they cost and, of course, the Churchill Crocodile which for 35 points I think is more than valuable. I have found my Churchill much more useful in games than the Tiger (but this is only my opinion) because of it’s low cost.
    Also, the Sherman is pretty good and I think the KV-1 with his extra hits is definitly worth too.

    Anyways, I think the game is pretty balanced so you can find a good utility to everyone of those units, even that stupid Royal Engineer.


  • @DFlynSqrl:

    I tried the transporting the Bazooka with the Jeep tonight.  Worked really well.  I just wish the Jeep had an attack to go along with that .50 Cal sitting on the back of it.  :)

    its a .30 cal machine gun. i have added some house rules to that little jeep, it can now fire, but with a low dice roll, basically you if roll perfect you can take one infrantry solider out
    YES! the KV-1 is great, i had two of them go up against two tigers and an SS panther, the KV-1’s rained supreme!!
    the Mortar M2’S and the Type 89 Mortar’s are great too for their shrapnel very effective against soliders and armor alike.
    got to love that “hulking mass”!!!

  • Founder TripleA Admin

    In case anybody is curious. This is the team that won the GenCon SoCal 100pt constructed tournament.

    M4A1 Sherman x2
    Churchill Crocodile
    M5 Stuart
    “Red Devil” Captain

    The top 3-4 armies each had the Crocodile.


  • I personally like to get a few jeeps, load up a engineer and a couple flame throwers.  Wait a few turns and by then you should be able to make your way around the board and sneak up on a jagpanther or the sspanther with the engineer.  And move around with the flamethrowers to sneak up on machine gun teams.

    But the final thought is no matter what you use, it all comes down to the luck of a roll.  I had a 6 pounder hit with all 8 dice against a sspanther.  damageing it instantly.  Can’t say that the sspanther had a chance after that


  • panzerfaust is a good unit too.  10/6 vs units is pretty good.  two of these guys charging a vehicle is scary, with their close assault 11 ability.

    considering a 150pt army

    • tiger I and the ss hauptsturmführer ( 70 pts )
    • panzer IV ( 30 pts )
    • 3 ss-panzergrenadiers and 2 panzerfausts ( 25 pts )
    • 5 mausers ( 15 pts )
    • 1 mg42 ( 10pts )

    i think its an army that can play well both defensively and offensively. sometimes we have our armies picked before the terrain, so its tough to know how you’re going to need to play.  there could even be slight modifications to the list above, like 5 grenadiers or less infantry overall for another tank or whatever.  the key is grenadiers defending your tanks.  no one is going to run up to a tiger if there’s a ss-panzergrenadier in the same zone as it.  neither would a us bazooka run up for a short attack on a panzer iv.

    or you could keep your tanks back, since they both have extended ranges (10 and 12) and let the infantry makes a charge on the objective.  the ss-panzergrenadier rolls better than an m1 (even with stars and stripes) and the cost is more than justified by the unit’s defense of 5.

    i can’t think of a 1942 allied/us army that’s better (well, rather i won’t….anyone?)
    the russian’s could be different.  but i’m just starting to play them, so i’ll have to get back to you on what i think the most effective combo is.  gotta love their cheap tanks…


  • It’s all about the fire teams and special abilities.

    Two or three M-1s supported by a Red Devil Captain’s special abilities compliment each other well.  These units placed together in cover can go a whole game without being destroyed.  Place a mortar or two behind them and you would have quite an impressive field of fire to pin down the enemy.  BAR gunner from Set II makes this fire team even more formidable.

    Shermans, Humber Scout Cars, M3 Stuarts to rush German machine gun nests.

    Place a Haupsturmfuhrer behind a team of German soldiers in cover (Mausers, SS-Panzergrenadiers, MG42s etc) and out of LOS, this unit can spend the whole game removing face-up disrupted counters without receiving fire.  Particularly annoying to your opponent, especially if you keep making the cover rolls.

    Anti-tank guns placed in the rear (edge of map) or within range of objective can have an 8-hex field of fire to protect your heavy German tank from being rushed by Shermans.  My usual opponent likes to rush my Tiger or Panther with 3 or 4 Shermans/M-3 Stuarts early in the game to damage/destroy it.  This stopped once there were two PAK-38s supporting my armor.

    I have found taking advantage of the 8 hex range is key for anti-tank guns, because these things don’t last long when they are fired on.  Try to prevent these from ever getting close enough to enemy soldiers to take fire until it’s absolutely necessary.  Most infantry have range of 5 hexes and roll 6 dice at that range, more than enough against defense 3.  Anti-tank guns are 8 hexes.

    Close assault units (bazookas, panzerfausts, flame throwers, etc) are great in numbers lurking behind the objective waiting for the enemy tanks to roll in on turn seven when they have no choice but to come in close.  I once had 3 bazookas waiting for my opponent’s panther behind the objective.  Turn 10.  Bazooka in same hex as panther.  Rolled 10 dice.  8 successes.  Rear defense 4.  Goodbye tank.

    Basically, infantry should always have a commander along with them and in cover.  I haven’t decided yet if I like my tanks to operate alone or with support.  Operating alone takes advantage of their great speed.

    I have found that patience almost always works, that my opponents almost always will “come out” first if I stay back in cover or out of LOS.  DOesn’t make for the most exciting game sometimes, but the last two turns or so are wild.


  • Di Caro is right when he says that a squand of infantry with an officer is usualy hard to take out.  But for this tactic to work you need to be sitting on the objetive.  Because if you are dug in somewhere with cover and you let the other regroup over the objective, you will be the one in trouble when you’ll run for the objective at the end of the game loosing your cover.

    I personnaly think that during a game it’s (most of the time) very good to change tactic so your opponent doesn’t know what’s next.  When I encounter an infantry squad as Di Caro describe, I usually bring up a German SiG 33.  I can stay out of range of the infantry and destroy them ( no cover and all infantry in a hex )

    But the SiG33 is tricky to use because it has no turret.  Sometimes in order to be able to fire it has to be out in the open.  So you need a tank to protect it.

    But I must agree that a very good situation is where a squad of infantry is dug in on the objective with 1 or 2 tank able to oparate around the objective.

    Booster 2 also bring a solution for infantry squad with the snipers.

    All of this just to say that as in real war, you must adapt to the situation and surprise the ennemy with tactic changes.  And that there is no “perfect” tactic that will win all battle.

  • Founder TripleA Admin

    Do keep in mind that when there was only Set I the top tournaments teams had a tendency towards being all armor teams. The allied tanks have an effective enough gun to take out infantry. And infantry, unless they get close enough for close assault, are not as effective against the tanks.


  • they are pretty useless aganst the tanks, like shooting a bb gun at a frieght train. allthough if i had a tank chasing my i might shoot at it to. :-P


  • Yes, Yankee Slayer.  You are right.  It is all about the objective.  It is a helpless feeling having to charge the objective with infantry.  Especially if the enemy troops are SS-Panzergrenadiers.  I just played a 10 turn game using the Soviets.  My opponent placed a single SS-Panzergrenadier on one of our two objectives, a forest hex, about 4 turns into the game.  He was still there at the end of the game.  I shouldn’t have decided against including the Soviet Sniper in my army.

    However, if you can hunker down in cover in range of the objective with soldiers as your tanks maneuver out in front, flanking the opponent’s tanks and tying them up, then the objective won’t be so hard to attack.

    The siG 33 is devastating, but can be destroyed fairly easily because of its light armor.  The Sturmpanzer assault gun is ridiculous!  Front armor 7 to go along with its disregard of cover makes one hide his soldiers far away.  I tried to flank it with T-70s, but lady luck was not on my side.


  • @General:

      The Sturmpanzer assault gun is ridiculous!  Front armor 7 to go along with its disregard of cover makes one hide his soldiers far away.  I tried to flank it with T-70s, but lady luck was not on my side.

    i havnt seen the stat card for this one yet, what are the side arrmor points like? and how slow is it?


  • The Sturmpanzer has rear defense 4, I believe.  My usual opponent owns the piece, so I have no card to look at.  It has speed 3.

    We played two games… Soviet versus German tank battles.  The Sturmpanzer survived both games.  It so good against infantry but not very good against tanks, so I didn’t feel like my tanks were threatened by it.  I used my heavy tanks to go after my opponent’s Jagdpanther and Tiger, leaving the Sturmpanzer to my light tanks and Russian infantry.  Sigh.

    As I mentioned, I flanked the Sturmpanzer with T-70s, and would have blown it away.  But lady luck did not shine upon me.


  • The stats of the Sturmpanzer IV “Brümmbar” are those :
    Cost : 22
    Speed : 3
    Defense:7/4
    Infantry : 9/9/7
    Vehicles: 8/6/4
    Abilities: Fixed Howitzer  - This unit can attack only units in front of it.
                Blast  - When this unit attacks, make a separate attack roll against each unit in the target hex. (This includes friendly units.)
                Bombardment  - This unit’s attacks ignore cover.

    The fact is against soldiers, this guys a total killer, but against vehicles, well, it’s not that good. I have played against it once. I was playing Soviet Union only and my opponent was playing Germany only. I chose to field 6 Mosin Nagant (18), 1 Commissar (5), 1 Cossack Captain (9), 2 Soviet Antitank (16), 1 KV-1 (32), 1 Fanatical Sniper (8) and 1 T-80 (12). My opponent had the new SS Panther IV (32), one 40mm Antitank (14), one Brümmbar (22), one German Sniper (11), one SS officier (7), 2 SS Panzergrenadier (10), one Kar-98 Infantry (3). At the start of the game, I was pretty afraid of the Brümmbar and the german artillery, but luckily, my sniper killed in turn 2 the artillery. After that, I rushed the SS Panther IV and I was able to destroy it quickly too. During those turn, my opponent had killed my T-80 and my both infantry. Unluckily for him, he wasn’t able to do more than disrupted with his Brümmbar against my infantry. Still, with his SS Panther IV dead, his Brümmbar was dead meat too. I rushed him with my KV-1 and he wasn’t able to do anything against me. Should my KV-1 be killed by the SS-Panther, even if I would have been able to destroy it, the Brümmbar would have destroyed me, totally.
    In conclusion, I think that the Brümmbar, for 22 points, is pretty powerful. As for the KV-1, it had saved my day, once again !


  • Otto you were more lucky than me with killercelery’s Brümmbar.

    I personnaly think the new rule for no turret restriction is wrong.  It make no sense.  And give the Brümmbar too much power.


  • Yeah, I think you’re right on this one, no turret isn’t a real drawback anymore. Anyways, who’s going to shoot with his tank showing his back, no one…
    Anyways, we’ll see what we can do about it.


  • No one may decide to expose his rear defense.  It’s up to you to make him do it.  Force your opponent to make a decision by placing several of your units in range.  In the game I recently played, I had three T-70s surrounding the Sturmpanzer from all directions.  One was guaranteed to get a rear shot. Meanwhile my T-34s occupied the Tiger and Jagdpanther.  Unfortunately, my dice rolls were lame and soon they’re were no more (of my) tanks left on the field.

    Most German tanks have average rear defense… in the 3 to 5 range, so I always try to use mobility get behind or to the side of them.  If my tanks are going to take fire, I’d rather it be in an aggressive posture.  However, one can only do this with initiative and defensive terrain to block LOS while getting tanks into flanking position.

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