Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Diamondback
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Ideas for a 150pt. knock-down-drag-out?Deal is: 150 points, DCI rules, at GenCon.
Likely opposition: Warspite from AH (not our 'Warspite' IIRC), with a possible upscaled "Perfect Army" build (German horde).
Obvious: Blast and Bombardment units, along with meatgrinders (anything with high AI dice) to counter the Close Assault threat. Possibly airpower, too.
Ideas, advice, "don't waste your time and just go home"s, anything?
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The Mighty A
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Based on what I saw at Gleemax (there are some good ideas over there), I would try some FIREpower:
Sherman Calliope 29pts
Quad 50 10pts
Spitfire Ace 17pts
Inspiring Hero 9pts
Defiant Paratrooper x3 24pts
Screaming Eagle Cap. 11pts
Marine Flamethrower x6 30pts
Ammo Dump x2 20pts
Total 150pts
16 units
This build has 16 units. If you are limited to 15, I would eliminate one paratrooper and sub another Spitfire Ace for the Quad. The second ammo dump is there for security. The strategy depends upon having one.
The strategy is simple. Three sixes with a flamethrower equals instant death for the enemy. No requirement to actually get a hit. If you go first, your opponent does not get to return fire.
The Screaming Eagle Captain provides the necessary initiative bonus to go first. The ammo dumps let you re-roll any ones (helps with getting the sixes). The plane and quad defend the ammo dumps. The Calliope softens the enemy. And the paratroopers provide some backbone.
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Diamondback
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Thanks, Mighty A--I'm short a Para and five flamethrowers, but I have a query out to Battalion S-3 on arranging required reinforcements.
For reader convenience, the thread's at http://forums.gleemax.com/showthread.php?t=1050659 . Any other hardy souls care to help the Forumini Team's field-commander beat the evil Gleemax Team at GenCon?
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Sink the Bismark
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As was mentioned, just be sure to out-shoot them. Avoid lots of tanks, just stick with basic high-firepower units. Machine Guns, mortars, Quad, heros, just get a lot of shots out.
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Cpt. John Miller
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Croc Stew x3
or
32 KV-1
09 Cossack Captain
33 Sherman Commander
21 Sherman M4A1
30 Stuart x2
09 Bofors
10 Ammo Dump
06 Fuel Depot
Anti-soldier rolls each turn (Med. Range)with Sherman Commander Bonus:
10,10,10,9,9,9,9(re-rolling 1s from Ammo Dump)
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Angel of Death
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I'd go for a bit of a 'take initiative and disable' approach.
1 Red Devil Captain
1 Eagle Eyed NCO
1 HQ
2 Marine Flamer
5 M1 Mortars
5 BAR Gunners
2 Garand Rifles
2 Screaming Eagle Para's
1 P-40 Tomahawk
First take out the BMW's and try to isolate the Snipers. Try to take out the Hauptsturmfuhrers early by a suicide spotting run with the P-40 or a Screaming Eagle. After that, delay with the BAR gunners and plaster them with pinpointed unholy mortars.
It wont be pretty, but it works.
Now, against other kind of armies.. I dont know. It can be effective against an all infantry force, but this force is slow. Captain Millers force will probably massacre this one.
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Diamondback
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Well, guys, the enemy's starting to tip his hand a little more:
| Quote: | Originally posted by AH_Warspite at Gleemax:
This was actually similiar to my thoughts for the heavy tank force - stand off and snipe what could be for the first five turns. On turn six, move to the objective, in case of disruption, so that at least one unit is contesting it on turn seven. Then endure as many turns of CA as necessary, possibly with something with good AI to keep the tank(s) clean. Tiger I's actually stand a great chance of this, since they can disrupt one of them as they move, without the Haup able to remove it (in the assault phase). I've done it before at 100pts, and keeping one stationary disrupted unit in the hex minimizes the threat of Angriff/Banzai (one can't move). Need something to flush out the snipers, so that they don't hold back until turn five or six, paralyzing them for the turn(s) needed to reach the objective, and/or making them Ruthless fodder.
In any event, any kind of time stall can be called out at a tournament, disqualifying you. (Not sure if that's what you meant.) A game with little action should run well past turn seven in an hour's time. The DCI rules suggest that a game could go any length past turn seven, and then be scored out, but holding the objective from turn seven on is still the win. |
Tactical refinements, anyone? How's the "Perfect Army" for AA? If it's weak I might also try to design an "airstrike" build using my swarm of Mustangs, pair of P-38s and a couple Shturmoviks...
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Lt_Vleclopity
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How about this:
Sherm cmdr 33
sherm x3 63
Quad 50 x3 30
SE Para 8
Ranger 7
Howitzer 6
Untested recruits x2 4
12 units 151 pts if there is a one nation bonus, add on a bar, sniper and a couple more untested recruits...
The shermans are all around good tanks, the cmdr is excellent, the quads give you air defense and mg like double shot vs AI, the para is a back up and the howitzer/ranger combo is great
I always seem to get great rolls with the untested recruits so pile 'em on
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Diamondback
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Lt., we're under DCI Rules, which I think means no "overage" and no bonuses. Which howitzer do you mean, are we talkin' the Priest or something else?
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Lt_Vleclopity
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I was thinking the M8 howitzer from the North Africa set, I have used the Ranger/Howitzer combo a couple of times and it has worked very well because the Ranger is a twit to kill with the 5/5 defense and he spots for the Howitzer, so you can put it in a secure location...behind a forest/hill...
...as for cutting the single point, probably switch one regular sherman for the early version...that might be ok
by DCI are you referring to the sanctioned games, well either way I am not totally familiar as I have not had a chance to try a sanctioned game yet and wont be able to until the fall...
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Diamondback
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Thanks, LT. DCI is the "official" sanctioned tourney ruleset.
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Lt_Vleclopity
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So, that means the game is decided by capturing the objective in the middle of the map is that correct?
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Diamondback
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Yep, looks like a "take and hold objective on turn 7" job.
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Lt_Vleclopity
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I have played one game like that but usually I like the fight to the end type although they tend to be longer games...
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