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My list for the 1420 Tournament today


Lord Hanaur

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ORDER OF BATTLE

 

HQ

45pts               2x Panzerfaust SMG teams

                        Jeep

                        Motorcycle

 

Panzergrenadier Platoons

215pts             7x PanzerGrenadier teams (Command Panzerfaust SMG team)

155pts             5x PanzerGrenadiers teams (Command Panzerfaust SMG team)

                        5x Kfz 70 Trucks

                        2x Kfz 15 Field Car

 

Panzergrenadier Anti-Tank Gun Platoon

170pts             SMG Team

                        3x 7.5cm PaK40

                        3x Kfz 70 Trucks

                        1x Kfz 15 Field Car

 

 

Anti-Tank Gun Platoon

170pts             SMG Team

                        3x 7.5cm PaK40

                        3x Kfz 70 Trucks

                        1x Kfz 15 Field Car

 

 

Armored Rocket Launcher Battery

420pts             SMG Team     

                        2x Observer Teams      

                        6x Panzerwerfer 42 (5 or more crew)

                        1x 7.5cm PaK40

                        1x Kfz 70 Trucks

                        1x Kfz 15 Field Car

                        2x Kubelwagens

 

Heavy Anti-Aircraft Gun Platoon

225pts             SMG Team

                        2x 8.8cm FlaK36 Gun (8 Crew)

                        2x Sd Kfz 7 (8 ton) Half Tracks

                        1x Kfz 15 Field Car

 

RESULTS:

Round 1:  6-1 victory

Round 2:  6-1 victory

Round 3:  5-2 victory

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Played US (C/T) Replacements from Devil's Charge:

 

010 HQ: 2 x Command Carbines

 

165 A PLT: Cmd Smg, 8 x rifle squads, 2 x Bazooka

165 B PLT: Cmd Smg, 8 x rifle squads, 2 x Bazooka

120 Weapons PLT: Cmd Carbine, 4 x M1919 LMG, 3 x M2 60mm mortars

 

080 Intelligence & Rocon Jeeps: 4 x .50 cal Jeeps

 

200 M5 Stuart Light Tanks x 5

 

410 M4 Sherman (2 x M4A3 76mm; 1 x M4A3E2 Jumbo; 1 x M4A1)

 

210 M1 155mm Artillery x 4

 

075 SPAA (1 x M15 CGMC 37mm; 1 x MGMC .50 Cal)

 

1420

 

Round 1: 2 x 5

Round 2: 6 x 1

Round 3: 6 x 1

 

Love the list, only minor modifications needed.

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Soviet Hero Tankovy (Guards) LW, 1420 points

Tank Company, from Desperate Measures

 

Platoons = 4, all FT (Fearless Trained)

 

Compulsory Hero Tankovy Brigada, HQ (Guards)

CinC T-34 obr 1942

 

PLT #1: Soviet Hero Tankovy (Guards)

Tank Company, from Desperate Measures

4x T-34/85 obr 1944

4x SMG Tank Escort

 

PLT #2: Soviet Hero Tankovy (Guards)

Tank Company, from Desperate Measures

4x T-34/85 obr 1944

4x SMG Tank Escort

 

 

PLT #3: Soviet Hero Tankovy (Guards)

Tank Company, from Desperate Measures

2x T-34/85 obr 1944

2x T-34/76 obr 1942

4x SMG Tank Escort

Add Cupolas to all T-34 obr 1942

 

PLT #4: Hero Tank Rider Company (Guards)

Command SMG, 6x SMG FT 150 1

- Panzerfaust Replace SMG with Panzerfaust SMG

 

Performance: 0 and 3

First time with this list

 

PROs:

Fearless rating made companies very resilient

Better Armor and better gun on T34/85 worth the cost

The hero skill-test as veterans helped in assaults

Like the Tank Escorts, but would help my opponent if I had the tank escort models on the tanks.

 

CONs:

Absence of recon meant nasty surprises from ambushes. This was compounded by small number of platoons.

Absence of artillery was major pain point

Tank riders on foot too slow to keep up with tanks

            Since Tank escort on all tanks, (except CinC) tank riders did not get a ride

Using tank escorts (or facing them) requires practice and reading the forum.

 

COMMENT:

Heroes and Guards together feels more like an experienced American unit, less like a 'typical/standard' Russian unit.

 

Possible changes:

Drop one tank from each platoon

Leave one tank platoon without tank escorts. They could carry the tank riders.

Squeeze in cheap template unit.

Add cheap recon (e.g., “shoe cars”)

If need be, to get additional units, go with Red Army (CT) instead of Guards (FT)

 

SUMMARY:

I would run a variation of this list.

I like the basic mechanism.

Easy to use.

Hits hard when you can get to the assault point.

Need more practice to use it better.

Need more units and capabilities, as stated above.

Have tankdesantniki (to represent the tank escorts). Will paint and magnetize these figs to have WYSIWYG.

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1. Could you magnetize the riders so they can be added/removed as needed?

2. I would go C/t and get some area weapon

3. Not sure about dropping the escorts, probably keep what you have.

4. T-34 speed could thwart ambushes if terrain is in your favor....a gaming gamble when short on points.

 

Great AAR

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Been playing against Hero Tankovy since it came out, been designing lists for myself recently.

 

I'm shooting for 6 platoons, and going CT to save points. A T-34/85 platoon (gun tank), T-34/76 with TE ( 'infantry' platoon for fast assaults), heavy AT, template, recon (spetsnaz, best option), and AA or regular infantry.

 

The specifics would be a pair of heavy Katyushas with extra crew, and SU-100s for now. We tried the IS-2s, and never really put them to their best use since I was taking mostly tanks when I played against the list. ISU-122s might be the sweet spot.

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My list used speed as a weapon.

 

In Mission one, his left flank was open due to the mission enforcing Delayed Reserves on both of us.  He had four units (only te on the board) and decided to go aggressive and try to overload one side.  He went first.  The 88's in ambush were an unwelcome surprise.  Unfortunately the Soviet tank cmmander didn't realize how fast the Panzergrenadiers can get upfield with a bold spearhead move on his left!  It came down to whether his three tank shots on the move could kill a PaK40 and its sergeant off of the objective.  After grievous losses on his way there He killed the PaK40, but not the sergeant.  

 

In my second game I had to play a defensive battle, protecting THREE objectives and losing a unit per round starting on turn 4!  In this battle, i offered bait on my right side and mounted an offensive upfield a bit to attract his attention and then used my Armored Rocket Launcher battery to help pummel his units on the left, that were advancing into submission.  In the end I had killed both the Company Commander and the Special Character he brought and a couple of platoons.  Here again the trucks allowed me to feed into the objective on the right at the end of the game which he was pressing in on, to ultimately hold the line against him but only after repelling at least one attempt to charge the machine gun lines.

 

My last game was very odd.  My trucks were the reason for victory here too.  In that scenario I had to set an objective up in my opposing diagonal table quarter and he put one in his quarter directly in front of me.  He was playing a MASS of Soviets and their gun teams plus those damn heavy mortars.  Making matters worse, he apparently had purchased barbed wire and put them on all the roads!  All he needed to do was move forward and pin me in relying on his superior numbers ot weather the initial movements and perhaps formng a line i could not break.  

 

Deciding that I could not possibly get through that many men and especially mortars in six rounds in the open (at six rounds is when you can start scoring to win) nor move my trucks through the obstructions in the middle of the board where a lot of roads were simply blocked off, I created a LITERAL square block of my things, one right next to the other like Tetris (The Russians immediately made the connection) as closely as I could pack them, behind some tree lines, right on my deployment edge in the back.  His comment?  "THAT is the most interesting deployment I have ever seen..."  Round one, I swung my Armored Rocket Launcher Battery 24 inches out to the left and into concealed firing positions. after which proceeded an entire parade of trucks being called from the rear and bringing the entire army except for the 88's to the left!  It was like popcorn exploding out from the Tetris formation, a veritable mass of trucks on a convoy.  This contiued for four rounds as my army, forced to avoid barbed wire on the roads, had to circumnavigate the entire board.   My movement reminded me of a big vortex swirling around the board and ending ultimately on the far objective around turn 4. The 88's and some PaK40's held the right flank for a couple turns and then abandoned it as well.  

 

Realizing what I was attempting, he moved Soviet troop over towards the far objective while trying to advance on and pummel my 88's to his fore to steal victory points from me/  That movement allowed the enormous grid square blasting rocket battery to see the infantry and the death toll was spectacular as casualties mounted on the trained troops.  desperate to reach the objective, but facing the bulk of my force on his right flank, he made a bold move to assault, but got repelled by Machine gun fire, his numbers now dwindled to many less than ten (he lost his special rule in assaults due to casualties).  He began to move more troops over by turn five but it was a long long walk.  The Panzergrenadier teams in the building on the objective along with their brave 2ic charged out and pushed the Soviets back even further and then stood their ground.  The second Panzergrenadier platoon came to reinforce them.  At the very end of the game he pelted the buildings defenders with shots breaking the morale of the depleted Panzergrenadier unit there, but plenty more had come to back them up.  The battle was lost for the Soviets and the objective taken.  My entire force was sitting two table quarters away from where it had started.  The trucks had given us the mobility not to get pinned down in our own attacking deployment zone, and to get around all that barbed wire to ultimate victory.

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Easy Army says you're right at 1420 so don't pat yourself on the back too hard.

No.  I am at 1420 using Fotress Europe.  

 

Grey Wolf, same list, is 1295.  So yeah.  Could have gotten Air Support out of it and had a good old time making airplane sounds.

 

EDIT:  i just used Easyarmy to confirm.  I feel quite sheepish.  I wonder what other lists I have that might be better done with a different book?  I will now have to explore that a little more.

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Well you said it was Fortress Europe not Grey Wolf. Do you usually go into a tournament not knowing what book your list is from?

Actually i didn't specify the book when I submitted the list (although the list points were accurate for Fortress Europe obviously) and wasn't aware.  I had to go look it up to answer your question tonight.  It doesn't change the essence here:  I used a gimped list.  My bad.  No one to blame but myself.

 

As for usually knowing or not knowing what book it is beforehand at a tournament:  to be honest, no.  By way of explanation:

 

Warhammer 40,000 is my main game and I follow it like you might Flames of War.  I'm good at both.  For Flames of War, I have only ever owned the Mid War Afrika book (and before that the North Afrika book).  That's it and i have always preferred Mid war.  I have a borrowed copy of Grey Wolf, though it is not the revised edition, it is the 2011 one.  I became aware tonight that there even was a revised edition!  So hey, I am smarter about it than I was before you asked the question; so thanks for triggering me on that.

 

But mainly when it comes to Flames of War, I just doodle around with lists on EasyArmy and change the ones I already had saved to fit the tournament, pretty much.  I really wasn't even aware that there was much of a difference nor consciously aware of exactly which book.  I had a Late War army list already saved on it that's probably been on there forever and is the one I typically use, so I just altered it down to 1420 and wasn't looking at what book it was or whatever.  I knew it was late war.  Good enough for me!

 

I'm not exactly the most dedicated guy when it comes to knowing all the books for Flames of War.  Clearly.

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Well sounds like that just goes to prove that Tactics are more important than list building!  Bravo!

You're preaching to the choir there.  I say that all the time in Warhammer 40,000.  No one listens.  I'm just the mad hatter to most 40K players.

 

In Flames of War, i enjoy the tournaments very much.  I love the scoring system, I love the players who seem (almost) universally to be "good guys".  The Machine gun is a machine gun, every time, so you can learn to fight within the game system a little easier without having to worry about as many rules interactions.

 

Even though I don't play Flames of War even close to as often, i really enjoy it a LOT.

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