Add this to the mix…a Stuka Pic!
WOOHOO!
WoTC posted this one yesterday.
http://boards.avalonhill.com/showthread.php?t=8876&page=4&pp=10
Add this to the mix…a Stuka Pic!
WOOHOO!
WoTC posted this one yesterday.
http://boards.avalonhill.com/showthread.php?t=8876&page=4&pp=10
Panther…no contest. Speed + Range = Armor. Very supportable tank.
Definitely Germany. Bigger toys…Wehrmach Oberleutnant/SSPG combos are killer.
Run the poll again after the planes land please. :-D
Try this 150 pt Axis build:
KT x 1
SSPG x 6
WO x 1
Sniper x 3
Mauser Kar x 1
Tested it twice w/ disastrous results for the Allies. Have not yet tested it against the Tourney standards of Sherman Swarm and Parabomb.
Am planning to…on one side or the other. :wink:
Yeah, that’s a tough tank too. I like the 7 armor all the way around better than the King Tiger’s 8/6 in most situations, the obvious frontal assault aside. In my games, I play alot of infantry, and swarm tanks when possible. A Tiger of any kind would get crushed in a couple rounds due to sheer numbers. (The Allies have a tougher row to hoe with bazookas/flamethrowers/engineers but it works for them too. For the Axis, the Wehrmacht Oberleutnant/panzerfaust/and or antitank grenadier combo is particularly deadly) Having that extra defense in the rear, especially with Superior armor, makes the job that much tougher. Plus, the IS-2 gets better attacks against infantry. The KT’s cool, but any advantage over the IS-2 is marginal outside of Tiger Heavan.
Second damage gets a destroyed counter. Face-up destroyed counter = dead tank.
@Andras:
IMO, the SS-Panther G is a better tank since it can still move when disrupted. Plus, it’s cheaper.
Good point. I have to add that it’s faster too. I’ve found speed to be more important than armor. When you can keep pace w/ a T34/85, you can play chess maneuvers like you can’t w/ the slowboat Tiger. A Tiger can always take it in the backside. A well-played Panther doesn’t have to.
you explained it yourself.
Read carefully:
T-26 : Face-up Disrupted counters aren’t removed from this unit at the beginning of the casualty phase
Sniper : This counter isn’t removed at the beginning of the next casualty phase.
I was going to make this exact point but KC beat me to it. Thanks for being quick on the draw.
Sure. No sweat. BTW, the German sniper still is horribly powerful…but it’s a good thing. :-D
I asked WoTC and the ruling is that the disruption counter comes off on the casualty phase of the following round. It comes on as a face-up counter, so the logic of the wording apparently is intended to avoid taking it off at the end of the turn it comes into play.
I guess my challenge would be getting used to those maps again.
I was thinking of lettered columns and numbered rows, like battleship. Use the facing as described above. Counting movements should not be a prob. I think a code chart for unit shorthand would be wise too, to speed the play.
signed in as Fortress Bluestate
Some players think the choice is obvious but the convention proves too defensive in my games. What do you think?
I don’t yet have a SNLF captain but I’ll get one and try it.
Yeah, unless you’re in the only cover hex for ways around, it can be a problem. I usually only use them as I would a turretless vehicle tho. Rarely do I need a 360 vantage.
Off topic for a second, but you know what would really be cool? An online live dice roller so people could play this table-top game long distance. Kind of like the old postal space battles a friend of mine used to play. When I trade posts on this stuff I wind up wanting to play the people I post with…so few people play this game… :-(
ok, back to thread.
Actually I’m the only one in my games who uses mortar units. They tend to get dissed even tho I tag enemy pieces w/ them. I think the inaccurate SA makes them sound weak, but when you figure successes count as doubles…the potential is devastating.
So yes, I use them at the limit of their range, and always from cover. I’ve taken out Humbers w/ them on occaission, damaged Stuarts from behind. They are highly undervalued, I think…not point-wise, but as pieces worthy of adding to the army. The trick, as you pointed out, Dave, is in the magic hexes. But since mortars are cheap enough, they can supplement intimidating pieces which are much more likely to draw enemy fire.
Also, keep them with the Haupsturmfuhrer of course, and an MG-42 for the double shot long.
yeah, when you consider that you could have an official football game on each hex, it kind of puts distance in perspective. :-D
Here’s an end-of-scenario puzzle:
Failed objective both sides…(see attached pic)
1. Objective hex (a town): T-34/76 disrupted, Wehrmacht Oberleutnant disrupted
2. NW hex: IS-2 disrupted/damaged, Wehrmacht Oberleutnant fresh, ss-panzergrenadier fresh
3. SW hex: T-34/85 disrupted/damaged
4. NW hex: Sherman disrupted/damaged, ss panzergrenadier fresh
5. N hex: Sturmpanzer IV “Brummbar” fresh
6. hill just to north: blackshirt fresh
7. off camera 3 hexes west of IS-2 behind a hill: Panzer III Ausf-F damaged
8: off camera 2 hexes west of IS-2 on hill: Mauser Kar fresh
9. off camera 7 hexes ESE of objective in clear line of fireto objective: SS-Panzer IV fresh
10. off camera 5 hexes WSW of objective: Screaming Eagle fresh
If this was to continue, and forget points on this one (I sacrificed a Panther on the 7th turn trying to win) who do you think is likely to win the battle? Furthermore, what would you do? Pick the side you want to take, winning the first turn, and go with it.
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It’s pretty much standard now in our games for all vehicles to start at the edge of the map. What I find is an advantage for the infantry, less so for Axis vehicles. Allied vehicles virtually fly across a map anyhow, especially where there are roads. I find getting the infantry into the mess (and cover) quicker is alot more fun. Besides, playing the axis most of the time, I work the edges with the tanks and shoot down the alleys. With a central objective, the allies can’t just go Tiger hunting. If they do then Axis infantry will ultimately swarm the objective.
What we had before this house rule is the vehicles slugging it out in the middle and most of that being over before the men got into position. And everytime, Allied tanks got to the objective first. They still get there first, but now the Axis infantry units get to weigh in. With the Set II Wehrmacht Oberleutnant/SS Panzergrenadier/Panzerfaust combo, it makes a big difference getting them there on time.
That’s my experience.