Mine was in a center hex in the hills and upon deployment it was one of those cringe moments. He had a Typhoon. The funny thing is he didn’t use it on the Nash so I was able to bump it off mid game. I’m please with the results 55 point to 45 cost I’ll take that any day. If it wasn’t for the mortor and the Improved Indirect fire it may have been higher kill points.
I’ve always likened the ability to a shield; it can be used both offensively and defencively. Though most people these days tend to only think of shields as a defencive item.
The general tactic is to rush up to your opponent’s tank on a turn you win initiative, and give them the option of staying there or moving and being hit with defencive-fire; the alternative being they get blasted at point blank range. It’s most effective when you catch your opponent out of cover, and even better if you can get your tank into fire. However it has a few drawbacks, and a poorly executed one can cost you your tank. You can alter this tactic to use the Aggressive Defence I described in my Tactics 103 article (http://www.wizards.com/default.asp?x=ah/aam/ah20070202c).
The other use of Battlefield Awareness is fairly passive; it simply prevents vehicles from getting around point blank to the weak rear. If you use a couple of these tanks they can cover a reasonable area and prevent enemy vehicles from attempting to simply slip around (your vehicles, a certain location, etc).
Unfortunately the SS-Pz IV F2 is very prone to aerial attack, and battlefield awareness can be overwhelmed by sheer numbers (darn T-70s).
I know I asked this question a couple of months ago, but I can’t remember what thread it was on. What is the general standard for UNIT BUILD LIMITS. 100 points @ 15 units is the base but I remember there being a increase at higher points. I’m thinking about 350 to 400 points
on either a reg map (random) or 6 sections. Does anyone have input?
As dictator_wanna_be said, it’s the Panther G that is incorrect. The only version of the Panther produced in 1942 was the Panther A, and that was only a handful of prototypes. The Panther D’s first major battle was Kursk, though it was actually in the field a month or so before that (and plagued by technical difficulties). Lastly the Panther G wasn’t produced until '44.
The Panther G should be a '44 unit, though don’t hold your breath for official errata 😉
While the KV-1 was used in the Winter War they weren’t the same that were fighting in Kursk; they were early prototypes that hadn’t even finished being tested. They had many serious defects that weren’t fixed until after the war. Also the tank was upgraded to the KV-1 Model 1940 and still had defects. None of these tanks were on the level of the later KV-1s, such as the only one currently in AAM. In 1941 the armour was upgraded and the KV-1 Model 1941, or KV-1e was born; this is the tank the fought in the Great Patriotic War. In July 1941 it was upgraded once more with the 76mm gun (F-34) mounted on the T-34/76s. The tank was given evenÂ heavier armour (ahem, hulking mass), which reduced it’s mobility to less than that of a T-34/76 (which would be… speed 3); creating the KV-1 Model 1942, or KV-1c - the unit used in AAM.
Some subsequent models were the KV-1s (for increased speed), the KV-85 (1943, 85mm gun).
As the Panther G highlights though, there are some… quirks with the years. Part of this can be explained by the fact they only use years and not months for the dates; effectively there’s no difference between a unit becoming available in January of a year, and December of that year. There’s also the decision to be made of whether it should be ‘rounded up/down’ or not to make it a little historical; i.e. if the unit was available in November 1942, would it be better as a 1943 unit or leave it at 1942 even though that could mean you have it appearing now in scenarios where it shouldn’t really be available. Sometimes simplicity makes things more complicated.
Edit: The KV-1 text is correct, it just happens to be a non-sequitur with the actual unit on the card which causes just a little bit of confusion.
Looks like it’s western front so the Russkies are out and the limey’s are in. Any suggestions for that? Not too familiar with all the Brits. All I know is I don’t have to deal with the T34. Year is still 1941 150 pts and 20 units.
**Hello my defenders of the Fatherland. I’m looking for your thoughts again. I like assult groups, I’m wondering what you have used in the past as a combined force or (assult group) ie: 4 sspg 1 sshaup 1 pz faust 1 exp snipe. It can be armor or infantry.
list out Parameters:
Why was it successful? (what did you use it against?)**
Last night convinced me of the worth of the Sniper. I’m still itching to get the gun teams into action perhaps a larger game if I have points left. DL kudos to you the snipe is hust too nice of an asset.
I’m assuming and hoping that the Fallschirmjager will be an early war paratrooper. But perhaps, it’ll get Had Charger or Steely Resolve to reflect that they were also elite infantry. I don’t think that they will be late war elite infantry because the Germans already have several elite infantry units.
Also, I agree about the Kubelwagen. Maybe it’ll be in a future set. It would certainly be nice to have.
And lastly, the reason I made that last post was to encourage everyone to vote for the Fallschirmjager. So vote already. I really would like to see the Fallschirmjager’s stat card.
Just think of how long and hard it would be to kill all them (assuming you even could). The Allies can do the same thing with Partisans and Paratroopers, or Commissars, support weapons, and chinese infantry. This is why my play group always uses historical formations; so you don’t get lopsided battles.
I’ve used reinforcements before, but mine were much more simple. My opponent and I would build our starting army, at say, 250 points. Then on let’s say, turn 3 or 4, we would deploy our reinforcements, valued at about 150 points.
I think I’ve fixed all the links now, let me know if any don’t work (although occassionaly it’s just because of freewebs being… well freewebs).
We recently had a 4 player game of Poland 1939; two players were Poland, one was Germany, and the last (myself) was Russia. The map was 4x4 with a large city in the central. Objective: Each City Hex is worth 1 point; 2 points to the Russians (due to their smaller force).
GERMAN FORCES, 300 Points
4x BMW R75
3x Light Mortar
3x Me 110
4x Pz II C
4x Pz 38(t)
3x Sd Kdz 222
9x Sd Kfz 250
4x Sd Kfz 251
Not quite as big as our usual battles, but we wanted something we could finish in one night.
Poland deployed first, with MGs and two 37mms pointing west, the rest pointing east. All three Vickers tanks were deployed east as well, along with a significant number of cavalry and infantry. I was starting to think the Polish might suspect a Russian attack…
With all their infantry mechanized, the Germans simply blitzed in; ignoring casualties and defencive-fire they just kept coming. On turn two the lead units were already outside the city, while back on my side the Polish were actually invading my maps! However I took only light loses and managed to push them back. The high speed of the BA-10Ms and BT-7s allowed a very mobile reserve.
My T-35 slowly trudged down the road, not even firing; I wanted to get it in or close to Poland ASAP. I took very light casualties, though two of them included DP-27s. In return I managed to knock out all of his ATGs, damage one tank, and drive the other two off. His infantry were falling back as rapidly as possible to the city.
Back on the Western side, the German Panzer IIs had taken up firing position on the city and were hammering away at it; their 8 attacks devastating the infantry. The Pz 38(t)s, Polish Vickers, and Russian BT-7s/BA-10Ms began some sort of bizzare dance, with all sides taking pot shots at each other from long range.
The T-35 on the second last turn FINALLY gets to fire a shot; it singlehandedly shoots down an Me-110. The T-35 was actually quite useful, keeping enemy infantry and vehicles at bay since they couldn’t handle it’s firepower, allowing my infantry to move up fairly unimpeeded.
In the final rounds my fast tanks sped into the city preventing either of my opponents from capturing the locations and allowing me to squeak by with a win, though I would only call it a temporary and minor one.
All in all a very nice game, though the Germans seemed to have too much stuff for one player; we’re thinking maybe 30 units per player is the magic number.
Well my friend and I have decided on a 150pt, 1944 year, 1 hero limit game. I have some thoughts on this from the various postings but would like your feed back to tweak my plan.
This is what I’m thinking/ My big game is Saturday and I’ll let you know how it works out. My overall goal is to create a fast moving hard punching army/ Lot’s of SS stuff and hopefully those Para’s when they come out (hurry up already!!!) but since I don’t have everything yet this will have to do.
PZ IV G
Hetzer (I don’t see too many people talking about this unit seems like a decent cost and damage isn’t bad decent )
Stug III (Since I need to make up points for my infantry I skimped a little here 15 instead of the 22 needed for the Brumbar which I have)
Stuka I like the shock value of the plane ( I do have a sneaking suspition my opponent has a quad 4 so I will use to pick at the stragglers)
MG 42 (need some decent supression)
SS Fuher (He speaks for himself)
SS Storm Troopers (X2) (Not bad close up)
Reg Panzer Gren
Am I deluding myself or is this something that stands a chance?
Below is what else I have at my disposal. It’s funny that I never once got any SS panzer gren’s (And their common !!!)
Griz vetx2, a vet tiger, Mar II, Pak 40, Pz III F,Elite Pz IV, Puma, Snipex2, 250x4, Pz faust ,Pz schreck x2, flak 38, jagpanzerIV,Hetzerx3