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Posts: 856

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Post subject: How Useful are Obstructions/Fortications/Ammo/Fuel/Etc?
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Me again, still checking out this whole land-based thing. Anyway, I've been looking over the cards and army builds to get a feel for things and I noticed something. The obstructions/fortifications/other seem pretty useful to me on paper, but I don't often see them in the builds. Though, in the 75 points minors tournament there is one player using a fair amount of wire and dragon's teeth and someone else is even using a minefield. However, I haven't seen a single pillbox. So, how useful are these items, are they worth the point cost? _________________
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Sat Oct 24, 2009 1:30 pm |
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Posts: 594

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Depends on the situation, of course.
In scenario's, all those items give extra flavor to the situation.
In smaller point games (up to 100 points on each side) I personally would rarely use those items, except when I face being in a defensive situation. Well placed dragon teeth (on a road the enemy is bound to advance on) or a pillbox (for an 88 or something) overlooking hard to defend terrain are just the things to purchase. But since smaller point games are often about mobility, fixed obstacles rarely make the list.
The bigger games are when I really want obstacles. You can try to avoid/negate/delay a flank by plastering it with obstacles on important points.
And HQ's / Ammo Dumps and Fuel Dumps. Especially the Ammo Dump is a big thing in large games. The ability to reroll every single 1 you throw is awesome. Standoffs turn into blood baths because of those ammo dumps. Note that the Ammo Dump / HQ and Fuel Dump effects affect the whole battle.
I played 1000+ point games where the first two turns revolved around air striking/parajumping/reconning/partizan-ing the opposing Ammo Dumps. Whoever won that, had a big advantage in the rest of the battle. In the end we reduced Ammo Dumps and Fuel Dumps to an area effect (making them tougher but affecting only units within a certain radius).
So yeah, they can be pretty useful. _________________ There are no desperate situations, there are only desperate people.
Heinz Guderian
Last edited by Angel of Death on Sat Oct 24, 2009 2:25 pm; edited 1 time in total |
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Sat Oct 24, 2009 2:05 pm |
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 AHF Silver-Rated Trader
Posts: 870

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If they are counting in your total force, they get a single place of a active unit.
If you rule that they do not count in the total of unit, but only the amount given at the start (100, 200 or more points) they get their share.
I rarely use the bunker, unless in a defencive position, where I would put a AT or AA gun.
Minefields are a pain for the other opponent, but also for the sake of your own army. The problem is they are permanent, unless you got a pioneer or a Engineer to remove them.
Barbwire are a light stoppage, like the Dragon Teeth.
I rarely go over 10, 20 or 30 pts of Obstacles in a 100, 150 or 200 pts game. _________________ Remember-OWS-
AAM Scenario Creator, Montreal, Quebec, Canada,
Last edited by Remember-OWS- on Sat Oct 24, 2009 2:48 pm; edited 1 time in total |
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Sat Oct 24, 2009 2:08 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1514

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I like them and use them in my scenarios. Recently I gave the japs in the Manila scenario tank obstacles to slow down the shermans.  _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Sat Oct 24, 2009 2:37 pm |
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Posts: 47

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Very useful cheap units to have . In 100 point games if I have a couple of points left over I buy barb wire . You can put around the objective , to protect mg strongpoints & to channel oponents inf into kill zones . 125 point & up games barb wire tank ob , ammo/fuel dumps & HQ's are very useful . I wouldn't reccomend a HQ for anything less than a 250 point game though . _________________ Always playtest the dumb strategies , because if it works it's not dumb !!! |
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Sat Oct 24, 2009 3:06 pm |
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Posts: 429

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When my opponent brings an ammo dump and I can't get over there to kill it (nothing fast or no airplanes etc.), I kick myself. Alot.  |
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Sat Oct 24, 2009 3:41 pm |
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Posts: 121

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| Amandil wrote: | When my opponent brings an ammo dump and I can't get over there to kill it (nothing fast or no airplanes etc.), I kick myself. Alot.  |
I usually cry like a big sissy until my opponent agrees not to use ammo dumps. After that I smile and get really generous and friendly.  _________________ Proud collector of "Battle Barbies" |
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Sat Oct 24, 2009 8:38 pm |
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Posts: 429

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Yeah, that's about right! Ha ha! (Lesson for Asbestos: Ammo Dumps rule, but only if you're using it.)
In all honesty, I believe my group has house-ruled ammo dumps so that now they only give their bonus within a range of 8 hexes... |
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Sat Oct 24, 2009 9:48 pm |
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Posts: 93

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What I don't get is why they haven't reprinted any of these items! Especially with the new Early War set coming out. Haven't they ever heard of the Maginot line?!
As has been noted above, they add flavour to the game and can be really useful. They are especially useful for attacker/defender scenarios, instead of the old standard attacker/attacker scenario.
I have HQ and fuel depot. I only have one barbed wire and one minefield, no pillbox, no ammo dump, no tank obstacles, as I got into the game after the 1939-1945 set.
I'd love to get some of these units but they're virtually non-existent on the singles market. |
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Sun Oct 25, 2009 3:43 am |
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  Nerdstradamus
 AHF Silver-Rated Trader
Posts: 1621

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Ammo Dumps are grossly effective, Fuel Depots are convenient, Headquarters are almost useless.
Barbed wire is OK, Tank Traps are actually effective if you use them at choke points, Minefields are kinda odd and a bit of a pain, and Pillboxes are great as long as you're not facing Engineers or AVRE... or anything with Blast. _________________
My tradelist
http://aaminis.myfastforum.org/about1285.html |
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Sun Oct 25, 2009 4:38 am |
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