Cpt. John Miller
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New Russian build to try out...Russian Build I intend to try soon:
32 KV-1
44 SU-85 x2
22 Su-122
07 Maxim MG
105 Points(with single nation bonus)
Load the Maxim on the KV-1 and find a good place to unload it where it can do the most harm. The combination of the KV-1, SU-122 and the Maxim should be more than enough anti-infantry. The two SU-85s and the KV-1 can handle the anti-tank role. Mobile, tough, and versatile this build only lacks for initiative bonus and anti-air. The Russians have poor initiative and anti-air in general so I don't think they are missing out on much there.
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Lt_Vleclopity
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Looks good Capt!!!
I dont have the card with me but would the T34 cmdr be of any help in the regards of initiative?
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Duck Crusader
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I don't get these all-armor Rooskie builds. In my experience they tend to get close assaulted and destroyed.
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Cpt. John Miller
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| Lt_Vleclopity wrote: | Looks good Capt!!!
I don't have the card with me but would the T34 cmdr be of any help in the regards of initiative? |
I tried to fit a T-34 Commander in this type of build but it's just too expensive. I think that a Cossack Captain in a T-34 is better than the command tank for 1 point less. More initiative and an extra unit to unload if necessary, and really good at protecting against close assaults.
Or the Sherman Command tank would be a good fit too at the expense of the single nation bonus.
| Duck Crusader wrote: | I don't get these all-armor Rooskie builds. In my experience they tend to get close assaulted and destroyed.  |
You have to maneuver to get medium range shots but stay clear of the CA infantry. This is not as hard as you think. Also the SU-122 can cover the KV-1 with shots on multiple units in it's hex. Bombard(or is it blast?) makes the 122 attack the KV as well but it doesn't really have enough dice to hurt it. Also the KV is 6/6 hulking which makes it hard to close assault, and 9 dice is good for killing just about anything that threatens it.
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Duck Crusader
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IDK, Maybe. I'm still not running a Russian build without infantry anytime soon...
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pushkintank
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Cool tank army. I will try that because I'm itching to make Russian tanks look good against my German opponents. (They'll be surprised to see that many Russian tanks) I like to play the Russians but when I bring out my tanks, the German opponents I play take advantage of my limited range such as hitting my big Su-152 with panzer IVs or Pak 40s before I can bring the big gun to bear. Their range is just better.
I've found that the following messes the opponent up by giving him more of a puzzle and have to throw his stronger but fewer punches all over the place: (it's probably not new to all you Rooskie players!, I've only been playing few months), but I learned some tactics from playing Panzer Leader and Panzerblitz years ago.
56 T-34/76 x2
9 cossack captain
3 PPsh-41 SMG
12 Mosin-Nagant x4
5 Commisar
4 Degtyarev DP27
6 Partisans x2
4 mines X2
1 tank obstacle
100 points (we haven't gone to more advanced rules yet, nation bonuses)
The +3 helps with initiatve, deploy second, place the partisans in a disruptive manner,
the mines and tank obstacles affect enemy tank movement decisions.
Lots of infantry go get the objective. I have found that the commisar surrounded by a DP27 and mosins is pretty good antiaircraft; several russians will die of course but it brings down enemy planes and there's still plenty left to take the objective. The T34/76s transporting the cossack captain and PPsh have gotten me to the objective before the axis tanks where its easier to hold/defend than take, I think, at least so far. In a pitched battle against German armor they lose because of range. But its a bear for the enemy to come out and get them. My tanks do have superior armor and can carry troops! Awesome!
Anyway, too many details to type here but anything that disrupts the German (or American/British) tactival advantage of utilising troops in depth helps the Russians! Love this game, its damned addicting. I am pleasantly surprised after this many years how many guys in their 30s and 40s just want to grab a beer and geek out on a Friday night after a tough week. We've gone from 2 to eight players in 2 months!
Go Roooskies!
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Duck Crusader
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Welcome! That's more what I'd expect from a Rooskie army!
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pushkintank
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Oh, yeah,
I hope my German playing opponents don't read your posts because it'll start making them smarter.
(like they haven't learned that bigger isn't always better)
To us new players, Tigers and King tigers are just too seductive! (until they learn better play mechanics)
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Duck Crusader
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Captain John knows build mechanics, that much is certain. He's a little tank-happy for my tastes, but with Japan you're pre-disposed to go for the infantry....
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Sharpe
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| pushkintank wrote: |
The +3 helps with initiatve, deploy second,
Go Roooskies! |
You don't add the initiatives. You can only use the higher of the two. Welcome aboard. Glad you enjoy the game.
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pushkintank
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Oy,Vey!
Reading through all the forums I can see that Cpt Miller, Duck Crusader , Sharpe and other have LOTS of experience with this game.
I'll direct my gaming buddies here. We'll learn alot.
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Demotox
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You'd be eaten alive if your opponent brought Fallshirmjager and/or stukas. Or if they brought one king tiger.
EDIT: also, the MG would take it hard from any infantry that had nothing better to do than kill something that could harm them. 2 attacks = no go.
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pushkintank
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Oh, yeah, the King tiger or tiger give me LOTS of trouble!
I can't destroy them; just delaying tactics. Fortunately, the opponent only brings one; the range and the punch are too killer on those things. Once my opponent brought his big tank into the trees against my infantry. We all learned not to do that often anymore!
I've commented during the game that I think the King tiger should only be able to move 2 spaces.
I haven't had the pleasure of facing fallschirmjaeger yet.
In another game,
My mosins had trouble moving across ground covered by American/British Mortars and Vickers, too. It was so untenable, the Russian infantry never got far from where they started. Fortunately, in that game against the American/British, I had an IL-10 and a T34 instead of 2 T34s. My infantry shot down the enemy P-38 which left my IL-10 to hit the MGs and the mortar every other turn. Every other turn my IL-10 was out due to disruption. Meanwhile a T-34 with 1 PPsh infantry kept the town objective.
Interestingly, we sit for another half hour after games analyzing the games; what happened where? when? why certain decisions?
It's fun! Like analyzing baseball.
I'll definitely suggest, paratroopers or fallschirmjaeger. Hmmmmmm.
But if I know they're coming, it might be different. Interesting....
then, he'll throw something else! What's the term I read being used.."ROCK PAPER SCISSORS"! AAaaaahhhh
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Cpt. John Miller
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| Demotox wrote: | You'd be eaten alive if your opponent brought Fallshirmjager and/or stukas. Or if they brought one king tiger.
EDIT: also, the MG would take it hard from any infantry that had nothing better to do than kill something that could harm them. 2 attacks = no go. |
I disagree. The Fallshirmjagers can't deploy adjacent to an enemy unit so I don't feel threatened by them. Also, there is no such thing as a nation pure Russian army that ISN'T threatened by a Stuka. They have no fighters or AA guns for the Russians yet.
As for the MG, it's a cheap Vickers deployed by the KV to get around the command dependent SA. Not much besides another MG can hurt it at long range and anything that threatens it(short of the broken WE Sniper) is fodder for the KV, MG, and 122.
As for the King Tiger, the KV and two SU-85s are pretty capable of overpowering that unit.
This build has a good balance of AI, and AT while making any AI of your opponent next to worthless. Mobility, high armor values, and plenty of dice, just lacking in the number of shots per turn, no initiative, and no AA(like I have already mentioned).
I would just like to say that there usually is a foil for any build, so listing those units is a silly proposition. You should judge a build by what it is capable of, not by what could undo it.
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pushkintank
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"I would like to say ther is usually a foil for any build...
...you should judge a build by what it is capable of not what could undo it"[quote]
That's quotable! We have two newbies this Friday; I'll share the wisdom.
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Duck Crusader
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I have to admit I'm not a fan of the King Tiger, or Tigers in general for that matter. I'd rather have my points spread out a little more.
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pushkintank
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Its true TIGERS ARE OVERATED | Duck Crusader wrote: | I have to admit I'm not a fan of the King Tiger, or Tigers in general for that matter. I'd rather have my points spread out a little more.  |
Oh, definitely true!
We played two games tonight.
First, (450pt) game: opponents played Germans and picked lots big tanks vs. our American British Allies. They were fighting a losing battle by the 4th turn.
Second, (200pt) game: opponent played Axis and spread points out more with infantry and lower or shorter caliber vehicles vs my Soviets. The game came down to the wire on the 7th turn with two opposing soldier units on the objective hex. He failed a cover roll in the objective hex and I won with the last surviving soldier on the hex, but it was down to the wire! It was so much fun we agreed to play a 1940 limit for next game!
By the way, I had 2 T34s and he had BMW motorcyle, Puma, Stug III, SdKfz 251, Pak 38 among the units. I can't believe he destroyed BOTH my T-34s
ITS TRUE. TIGERS ARE OVERATED!
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Demotox
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I'd probably replace the tanks with T-34s and fill any points left with the basic infantry from 1939-1945 but that makes a completely different build so meh. Your build is interesting and would make for an ok "Artillery with its pants down" scenerio.
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pushkintank
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Another rules question for the new guysThanks for any and all input!
I don't know if I should start a new topic or if I can keep asking questions here.
But, here's my question. I have been browsing the forums on this site and others and keep finding that only one Hero is allowed in army builds.
We've only played with the advance rules only. Is this rule from the expanded rules or is it a new errata correction or something else?
So, far my opponents and I have been dropping multiple heroes with screaming eagles, defiant paratroopers and fallschirmjagers; makes for awfully powerful infantry drops! If having multiple heroes per army is agianst the rules, at least we've played it on both sides
thanks in advance!
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Sharpe
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Re: Another rules question for the new guys | pushkintank wrote: | Thanks for any and all input!
I don't know if I should start a new topic or if I can keep asking questions here.
But, here's my question. I have been browsing the forums on this site and others and keep finding that only one Hero is allowed in army builds.
We've only played with the advance rules only. Is this rule from the expanded rules or is it a new errata correction or something else?
So, far my opponents and I have been dropping multiple heroes with screaming eagles, defiant paratroopers and fallschirmjagers; makes for awfully powerful infantry drops! If having multiple heroes per army is agianst the rules, at least we've played it on both sides
thanks in advance! |
The original rules didn't limit heroes at all. Then, WOTC changed it so that only one hero could be in an army. The Expanded Rules (which are optional) changed it so that you could field 2 "special units" per 100 points. "Special units" include heroes, partisans and paratroopers.
The Expanded Rules have divided the community. My group ignores them completely, except that some use platoons. Other people insist that the Expanded Rules are the best thing since sliced bread.
Essentially, you can do whatever you want. To me, one hero per army gives a little variety without twisting the game.
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pushkintank
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thanks againThanks again, Sharpe!
We'll play it the old way! But there's a single expanded rule book at our ONE game store in this town...gonna have to go buy it I suppose.
Doh!
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Akela152
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You can still use the book for "normal" game. They thought about that, there is a star in the margin for the expanded rules.
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Duck Crusader
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Re: thanks again | pushkintank wrote: | Thanks again, Sharpe!
We'll play it the old way! But there's a single expanded rule book at our ONE game store in this town...gonna have to go buy it I suppose.
Doh! |
It really is worth it, just for the maps and platoons alone if nothing else.
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pushkintank
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Got a new rulebook!Just sharing my joy,
the owner of our favorite game store in town
came to our game night Friday and brought us an unopened expanded rule book for free.
He says apparently he makes enough business being the best game in town,
I'm glad community table top gaming is getting or has been so popular here now,
despite some of the frustrations I'm reading in the forums about Wizards of the coast,
they do serve a niche,
moreover, the wealth of resources and information available in these forums allow players to "fix" the game anyway they like.
Good stuff!
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Duck Crusader
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Pushkintank, WHERE in MO? I'm in KC myself, if you're nearby you should PM me and maybe we can get some cross-club games going on.
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Polish_Cavalryman
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| Duck Crusader wrote: | I don't get these all-armor Rooskie builds. In my experience they tend to get close assaulted and destroyed.  |
it is not exactly easy to close assault and destroy a KV-1. Unless there are super headshot snipers, followed up by bonzai charging heroes spawning from motorcycles.
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Duck Crusader
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Flamethrower.
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mastaajbomb
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does the expanded rules contain a solution to the mortars shooting down planes problem?
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Ducky
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I like that build a lot!
That's the only problem I have with 100 point games though, you always need to sacrifice something necessary, and most people play it safe with 100 points. When you get up to 200 there's a lot more room for error, variety, and balance.
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Cpt. John Miller
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| Ducky wrote: | I like that build a lot!
That's the only problem I have with 100 point games though, you always need to sacrifice something necessary, and most people play it safe with 100 points. When you get up to 200 there's a lot more room for error, variety, and balance. |
Thanks! I agree with your point. In 100 point games you can't have it all, you have to make tougher choices. In 150 points and up you can have Heavy Tanks, Air power, and plenty of Infantry, so the choices aren't quite as hard. That's why all-infantry and all-armor builds tend to do better in basic 100 point games(Croc Stew, Perfect Army).
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