Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Steel_Panther
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100 pt German Army For Deathmatch35- Panther
35- Panther
6- Sd Kfz 250
3- Kar 98
16- Sd Kfz 7/1
5- BMW R75
Total: 100 Pts
This is hypothetical (I dont have 2 Panthers or a BMW) but I thought it was a good idea. Any input would be great. Thanks in advance!
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Ducky
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Against Russia it's great, against the USA it'll get overwhelmed.
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Steel_Panther
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Thanks for the input, ill have to rework some stuff
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Ducky
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If I was going to edit what you have to make it more general, I'd do it like this:
35- Panther
35- Panther
20- German Infantry Platoon
-1x SS Haupsturmfuhrer
-3x Mauser Kar 98k
-1x MG 42 Machine-Gun Team
10- Veteran Fallschirmjager
This isn't perfect by any means, but you've got some serious armor, a bad-ass paratrooper that has 5/5 def and can move while disrupted, an MG team to suppress enemy infantry, an officer that removes disruptions from nearby infantry, and 3 standard soldiers.
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Steel_Panther
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Thanks, that looks like a nice build. Agansed the US it might have some trouble vs aircraft though, wouldent it? Im kinda new to this, so mabie im overreacting. Thanks again!
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AirFix_Fan
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I usually prefer to have more shots per turn, as opposed to just one or two shots from really good tanks. This is especially true in the case of the non-SS Panther which has the standard 75mm dice of the Pz IV F, G , H, and the long-barreled Stug. The two Panthers cost a total of 70 points. You can get 3 Long-barrel Stugs for 57 and not lose any dice per attack, while increasing your firepower by a third. The Stugs are slower, but the Germans do not want to close with the enemy. Your advantage is in the long range exchange of fire because of your superior Krupp guns. The Stugs also lack the extended range of the Panthers, but on most map configurations, an 8 hex range is more than adequate. The 6/4 Superior Armor of the Panthers is certainly a great thing, except that with only two AT shots per turn, your going to have a very hard time preventing an enemy tank from getting into your rear and popping you at close range. With only two tanks, and no Paks, you also can't really use Overwatch effectively. With 3 Stugs, or Pz IVs, or Jagdpanzers, you can put one assault gun on Overwatch in an attempt to stall the swarm of Shermans, Stuarts, T-34s, T-70s etc., while you take your shots with the other two at long or medium range. Obviously, this is just one approach, but I find it allows the Germans to better control the pace of the battle. Plus, its sneaky cuz everyone always expects the Germans to show up with the various big cats!
AFF
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RedBaron
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depends a lot on your opponent, how he likes to play...
for 100 pct I would go for:
1 JagdPanzer IV - 22 pct (sup frontal armor 2, hard to spot)
1 JagdPanther - 39 pct (ext range 12, sup arm 2)
1 FW190 - 14 pct (your air cover)
1 20mm Flak 38 - 7 pct (reloc 2, good for AntiAir & Infantry)
1 SS Haupst. - 7 pct (initiative)
1 Grizzled Vet - 8 pct (hero, close asl 8, hard vet)
1 Mauser Kar - 3 pct
This would be a balanced force if your opponent goes for a quality build, with not too many tanks, obviously.
The problem is you have only tank destroyers (fixed turret).
You could consider playing the Stuka for 21 pct (take out the FW190, Grizzled Vet) and swap the Mauser Kar with the PanzerGrenadier or PanzerFaust. The Stuka could take out some enemy tanks, or annoy them at least...
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Steel_Panther
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Thanks for the help everyone!
@ RedBaron: that is a real problem for me, i dont like the fixed turret guns very much. The Panzer IV might help with that, though the less armor might be a problem.
@AirFix_Fan: We dont play with the Expanded rules currently, but the extra firepower might help.
Thanks all! When I get the time, i will mess around with this build, and add in some of your suggestions. Thanks again!
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