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Posts: 6

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Post subject: Units against infantry
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Hello,
My friend is using very annoying infantry units that boost other infantry soldiers. He is always playing with Axis.
I was wondering if anybody can tell me what unit(s) are very effective against Axis infantry.
I always play with a combination of anything Allied. |
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Sat Oct 17, 2009 5:46 pm |
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 AHF Bronze-Rated Trader
Posts: 1466

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Sat Oct 17, 2009 5:48 pm |
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Posts: 114

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The MG Kangaroo combo is brutal vs. infantry. The Garand/Red
Devil Captain is sweet. Tally-Ho works well to get infantry into advantageous locations faster than the oppo. SE Paras with SE Captain, of course the SE Para is a beefy "combo" unaided. _________________ Proud collector of "Battle Barbies" |
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Sat Oct 17, 2009 7:50 pm |
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"Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill
Posts: 1961

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Shermans. Depending on how many points you use they will defeat anything and everything. Infantry don't really stand a chance and tanks, while tough, are outnumbered.
Can you give us an idea of what he uses? _________________ "Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill
+45 on GTL
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Sat Oct 17, 2009 8:24 pm |
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Posts: 6

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He uses a couple of bazooka guys together with an angrief guy which makes them able to move one before attacking. ALso he uses another unit in the same area which allows for 1 extra attack die. He uses a messersmit and another plane and also a jagdpanter and another panther of which i forget the name. It's not a very strong tank though. He's also got a sniper behind a wall, which can make a headshot against a vehicle.
His tactic is to keep the infantry close together so that they all gain the benefit of the extra attack die and being able to move +1 in the assault phase before attacking me. |
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Sat Oct 17, 2009 8:58 pm |
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 AHF Bronze-Rated Trader
Posts: 1606

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| Sherman 105 or Katyusha, something with bombard (or is it blast) might help disperse his infantry |
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Sat Oct 17, 2009 9:31 pm |
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The Panzer Collector

Posts: 1315

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I second Sherman 105s, anything with 'Blast' and 'Bombardment' will clear up the blob. Now that I think of it, Rocket Barrage type SAs will work as well... _________________
If pro is the opposite of con, then isnt progress the opposite of Congress?
Trade thred here: http://aaminis.myfastforum.org/about5286.html |
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Sat Oct 17, 2009 11:30 pm |
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Posts: 114

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| Curtains wrote: | He uses a couple of bazooka guys together with an angrief guy which makes them able to move one before attacking. ALso he uses another unit in the same area which allows for 1 extra attack die. He uses a messersmit and another plane and also a jagdpanter and another panther of which i forget the name. It's not a very strong tank though. He's also got a sniper behind a wall, which can make a headshot against a vehicle.
His tactic is to keep the infantry close together so that they all gain the benefit of the extra attack die and being able to move +1 in the assault phase before attacking me. |
First off, welcome to the community. The more the better. Your description of Angriff makes me wonder if your opponent is interpreting the rule correctly. Angriff only lets infantry attack after moving if the attack is close combat, and the assaulting unit must endure any defensive fire before it gets to attack. If your oppo is using angriff to allow his panzerfausts/schrecks to move into LOS before any attack, that's a gross misinterpretation of a very limited ability. Angriff is powerful, but it's not a game breaker. Keep your tanks at range 3 or more, and there is no chance to angriff.
Make sure you understand the units and abilities that you face. I learned Squad Leader from a friend who made some pretty serious mistakes with rule interpretation, (invariably to his advantage) and I never discovered them until I bought the game and read the rules, myself. Even the most experienced players make rules mistakes. Be ready to defend your interpretation and challenge rules that seem too "gamey" or magical. There are abilities in this game that seem rather magic-like (Superior Optics and Tally Ho come to mind) but most are trying to simulate some natural ability in a gamish way.
I've rambled. In summary, learn the rules, learn the cards, challenge the ridiculous. Again, welcome. _________________ Proud collector of "Battle Barbies" |
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Sun Oct 18, 2009 12:54 am |
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  AHF Silver-Rated Trader
Posts: 2936

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I agree with Thuddeus. I can't see who the +1 Attack Die guy is unless he's grossly misinterpreting the Spotter SA.
Give us the names of all the pieces and we might be able to sort this out better for you. _________________

Last edited by Sharpe on Sun Oct 18, 2009 1:53 am; edited 1 time in total |
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Sun Oct 18, 2009 1:03 am |
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The Panzer Collector

Posts: 1315

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Sun Oct 18, 2009 1:43 am |
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Posts: 6

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First of let me thank you all for you quick replies. It makes you feel very welcome.
[quote] Your description of Angriff makes me wonder if your opponent is interpreting the rule correctly. Angriff only lets infantry attack after moving if the attack is close combat, and the assaulting unit must endure any defensive fire before it gets to attack. If your oppo is using angriff to allow his panzerfausts/schrecks to move into LOS before any attack, that's a gross misinterpretation of a very limited ability. Angriff is powerful, but it's not a game breaker. | Quote: |
He uses the Angriff ability in the sense that a panzerschreck is in the same hex and then in the assualt phase moves to the adjecent hex (where my tank is) and then uses attacks me.
In the above qoute you say that the unit has to endure a defensive fire attack. But this can only be done by infantry units, right?! Tanks do not see infantry units in defensive fire do they?
I made my new army yesterday. It's not great but that is also because I still need to buy a few more units I do not have.
If anyone is interested I will post my build. We will be using 4 random maps.
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Sun Oct 18, 2009 8:08 am |
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Posts: 114

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[quote="Curtains"]First of let me thank you all for you quick replies. It makes you feel very welcome.
| Quote: | Your description of Angriff makes me wonder if your opponent is interpreting the rule correctly. Angriff only lets infantry attack after moving if the attack is close combat, and the assaulting unit must endure any defensive fire before it gets to attack. If your oppo is using angriff to allow his panzerfausts/schrecks to move into LOS before any attack, that's a gross misinterpretation of a very limited ability. Angriff is powerful, but it's not a game breaker. | Quote: |
He uses the Angriff ability in the sense that a panzerschreck is in the same hex and then in the assualt phase moves to the adjecent hex (where my tank is) and then uses attacks me.
In the above qoute you say that the unit has to endure a defensive fire attack. But this can only be done by infantry units, right?! Tanks do not see infantry units in defensive fire do they?
I made my new army yesterday. It's not great but that is also because I still need to buy a few more units I do not have.
If anyone is interested I will post my build. We will be using 4 random maps.
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| You are right, he uses Angriff correctly. I still recommend that you keep your tanks out of close assault range. I have a frequent opponent who used to rely on his Brumbars to kill off my infantry, but he'd get too close and I'd assault into his hex from multiple sides. Scratch one Brumbar.
Another suggestion is to keep infantry or light tanks close to your heavy hitter. Shermans can cover each other's rears or let Stuarts do that job. Shermans also work well with Cromwells. Combined, their speed will help you get rear arc shots on those weak-tailed Nazi units.
Remember to NEVER go one-on-one with equal or better German armor. Be patient and use tactics to get at least a 2 to 1 advantage before trading shots with the Germans. When my opponents try to get that advantage on me, I taunt them and call them pansies, but I use it as much or more than they do.
Good luck with the Nazi killin' _________________ Proud collector of "Battle Barbies" |
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Sun Oct 18, 2009 9:00 am |
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Posts: 326

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"Screaming Eagle" Captains, Paratroopers, and M1 81mm Mortars. They'll die. _________________
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Tue Oct 20, 2009 5:24 am |
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 "Earn This."

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M3 Stuart. It's the cheaper faster version of the Ram-MG combo posted above. KV-1's and Churchill Crocs also have good staying power vs. Infantry and throw decent dice as well. I also agree that the Sherman 105 is a great infantry killer as mentioned above... _________________
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Tue Oct 20, 2009 6:27 pm |
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