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Demotox

Extremely Balanced 200 Point US Build (Semi Historical)

This build is based around the way the operational army works. In this build each platoon has a transport, a commander, a heavy weapon of some sort, and general infantry. Also each infantry platoon has an attached halftrack with an anti tank weapon in tow to help the platoon out a bit in its anti tank role. If I could have fit aircraft in here I would have but it just was a no go. Probably two of th enew NA american aircraft would replace one of the infantry platoons but honestly I'd rather have that platoon due to alot more flexability and generally better units in comparison of what I would have with aircraft.

1st Platoon (Tank platoon attached to the infantry company for close support)
M4A1 Sherman Commander x1
M4A1 Sherman x3

2nd Platoon (Heavy Anti Tank)
CCKW 352 x1
"Red Devil" Captain x1
Untested Recruit x1
M1 Garand Rifle x1
Bazooka x1
M5 Halftrack x1
37mm Gun M3 x1

3rd Platoon (Heavy Anti Tank)
CCKW 352 x1
"Red Devil" Captain x1
Untested Recruit x1
M1 Garand Rifle x1
Bazooka x1
M5 Halftrack x1
37mm Gun M3 x1

4th Platoon (Anti Infantry)
CCKW 352 x1
"Red Devil" Captain x1
Untested Recruit x1
M1 Garand Rifle x1
M1919 MG x1
M5 Halftrack x1
37mm Gun M3 x1

Alright, so the strategy behind this army...

Turn one: Maneuver tanks into a good position. Firing isn't important here so long as they aren't shot at first turn (Aircraft can negate this but that's ok) due to being placed behind terrain. Charge the CCKWs and M5s up into good hard to hit positions. The tanks should be covering the CCKWs and halftracks. Once the CCKWs and halftracks are in position the halftracks dump their 37mms and the CCKWs dump their infantry in support of the 37mm emplacements. During the assault phase all transports go back to get remaining infantry. Also, if targets aren't opportune (they should be at this point) the dropped infantry moves up during the assault phase. By now the tanks should be engagued and provide excellent targets as opposed to your infantry so the infantry shouldn't be taking much from their tanks. Give as good as you can get from their infantry IAAP.  NOTE: If you are facing alot of infantry you might want to leave the halftrack with the infantry nearest the objective to provide additional anti infantry support.

Turn three or four: Start moving the last of your infantry into the CZ via transports. On your transports the first time should have been your heavy weapons and an M1 Garand (Or Red Devil captain depending on if you need their abilities more) on each. This means whatever is left needs to jump on the transports and start moving up. Your tanks should be close to each other to take advantage of the M4A1 Commander's ability which is just rockin' (Especially if you brought a pershing).

Effectively you should have a very strong defensive line right near the objective putting rounds down range. Unfortunately, reguardless of build, Germany almost always wins... This would spank japanese armies though...
Field Marshal PF

This would definately be a lot of fun to play. 25 units seems a good amount for a 200pts game. I'd actually like to challenge you to that, but 200 is just too much for an online match. Interesting build.
Akela152

Interesting. I agree with you that you're better with an extra infantry platoon that an aircraft
Duck Crusader

'Specially if there's a Wirblewind about....
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