It’s kinda hard to answer your question because it depends on how much you are willing to spend, do you want to play historically, do you only want to collect one type of fleet? I would say that it would be hard to win many games if you go German and then play against someone who is bringing an American fleet. I say this because the Germans (and let’s add the Italians, French, Australian, and even to some extent the British) are so underpowered in the way of air power that I think you would lose every time. If you play historically and avoid any kind of cheesy fleet combinations…well, you might have a chance. In my opinion, and that’s all it is, you’d be hard pressed to beat an American fleet in a 150pt or higher game. At that point level you can bring a battleship, two carriers and enough planes to destroy whatever your opponent is bringing…only a Japanese fleet with multiple Yamatos might stand a chance against an equal point American fleet. Let’s say you collect only a German fleet…how would you stop my air power? I’d have all your ships sunk before you made it within striking distance. Maybe I’m full of crap, but, I’d say go American if you want the most balance and options. Maybe the second set of WaS will have more air support for the Germans and the other Axis powers (Japan not included) but as it stands now…they’d get crushed. I don’t think that would be much fun for you.
Allies Armies
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Please use this thread to post your proposed or effective Allies armies. Be sure to include how many points your army is.
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playing a 167 game right now my allied force is 2shermans, 1easy eight, 3jeeps, 3arty ,3machinegunners, 1mortor, 1m4rifleman , 1reddevil
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sorry for the big pic
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Nice photo!
I can see an armoured car with very bad things in its future…
How do you get on playing without a hex map? How do you deal with movement?
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Please do no include large pictures inline in the messages. Linking to external pictures is fine.
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for movement were kind of doing battletech mini rules. 1inch = one hex and for firing we double the distance 2inch for every 1hex. soo 8hex long range is now 16inches. Its working out really well alot better then the maps starter kits come with. Line of sight just if you can see the target you can hit it. if your in a hills double cost for movement if your in them and you get your cover if you make the roll and same with the trees. Need too come up with a better system for roads tho, tape just isn’t cutting it
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Last Thursday I played this army:
USA - M1 Garand x3
USA - “Red Devil” Captain
USA - Jeep x2
UK - SMLE No. 4
UK - 6-Pounder Antitank x2
UK - Vickers MG Team
UK - Humber Scout Car x2
USSR - T-34/76Despite my crappy roles during the game I managed to hold on and almost win, despite losing my T-34 to a Tiger-I.
Some key things that I learned during the game were that cover is very important. The Jeeps were useful to get soldiers to the front very fast.
The Humber Scout Cars are good but just don’t leave them out in the open for attack, that’s what makes the strike and fade very useful.