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Posts: 227

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Post subject: 200 Point German Raider Fleet
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I am going to attend the weekly WaS Tournament at the local game store and was working on a build. It's a 200 point double elimination set-up, usually have 16 or so show up. I was wondering if you all could look at my build and give some advice. It's based off a late night idea.
Fleet:
Holstein x2 (42)
Zeppelin x1 (18)
Scheer x2 (40)
Karlruhe x1 (10)
Ludemann x3 (24)
U-510 x2 (22)
Bf 109 x2 (14)
Kondor x5 (30)
The idea is to set-up far out in front to provide the ability to fire upon the enemy in the first round. The Holsteins, with Scheer escorts, will hold the center with the aid of the U-510s, while the DD's catch up to keep the pressure on. The Zeppelin is merely for AA support and the kondors are to provide Pinpointer and to hit any real threat as hard as possible.
I would set up on the map as shown, the red shows the area covered by their attack range:
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Thu Oct 08, 2009 11:59 pm |
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Dr. Who WhatNow?

Posts: 430

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Questions. Are you planning on, or see yourself, moving the Zeppelin up at all. If so maybe take one Z20 instead of a Z18 and park it with the carrier to keep it safe from getting jumped alone. _________________
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Fri Oct 09, 2009 2:56 am |
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Posts: 227

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| Yea, it would come forward to help reinforce the objectives. Switching for a T20 looks good as it'll keep that lone destroyed grouped. Thanks |
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Fri Oct 09, 2009 12:58 pm |
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Posts: 3120

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My guess is that this fleet's strength is also it's weakness. An Enemy BB will be able to blast your best units turn 1, while you cannot do much to a BB in return.
But againts a carrier build, you could get your Scheers on target in turn 1 - which would be good.
Let us know how this build fairs... _________________ TimK
IJN FUSO
www.modelwarshipcombat.com |
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Fri Oct 09, 2009 6:18 pm |
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Posts: 227

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| Although an enemy BB will be in range in turn 1, it would also be 4 against one in that engagement. Plus, if the BB moves forward 2 sectors to get into range, he also moves into range of my Submarines. Add in the massive kondor threat, and their SA's, I "should" severely wound if not kill any BB fielded. The idea is to put as much firepower upfront as possible to kill vital ships quickly. |
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Fri Oct 09, 2009 7:41 pm |
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Posts: 96

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| If your opponent wins initiative, it will only be 2 on however many BBs they bring. In then 200 point scenario as the British i would have at least two battleships, each with a Javeline and arunta escort, and a number of fighters and Beaufighters. Your cruisers would not last long against two battleships. I think the build is a nice thought, but may not be able to stand up to either a heavy BB build or an air heavy Bomber build. |
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Fri Oct 09, 2009 11:24 pm |
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Posts: 227

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Losing initiative would make it slightly harder, but I do have the +3 bonus to my roll. And if I lost the roll, and depending on my opponents ship choice, I could charge his line and keep my 4 ships in gunnery action as a team. As for bombers, well I can only hope my fighters keep them off me for a turn or two.
The tounry is on sunday so I might try and test it on the forum tommorrow. |
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Sat Oct 10, 2009 1:41 am |
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 Nothing but Rum, Sodomy, and the Lash.
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Yeah, at two hundred points you really need something that can soak up a lot of damage. Perhaps it's submarines, they're hard to hit, perhaps its the vital armor/hull points of a battleship, or perhaps it is the shear number of destroyers you take. Cruisers don't really fit that bill anywhere, they're usually better as a side-dish than as the main course. _________________
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Sat Oct 10, 2009 1:43 am |
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Posts: 26

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I do like the layout of the fleet, i just totally can see how the range 4+ from the BB on turn one could really put a hamper on one of your cruisers for sure.
On a side note, when i saw the words "200 Point Raider fleet", i immediately thought of a fleet of 40 Nordmarks  _________________
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Sat Oct 10, 2009 8:58 pm |
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