The mini is very nice, I might try to make one.
The stats I’ll pass on, otherwise we’ll see him riding a KV-1 around disrupting enemy units :roll:
The mini is very nice, I might try to make one.
The stats I’ll pass on, otherwise we’ll see him riding a KV-1 around disrupting enemy units :roll:
Those dogs also caused serious damage to the Russians own tanks; they were trained on RUSSIAN tanks not German; and so prompty ran after the first Russian tank they found. Boom.
@Mr:
What kind of coward would train a dog for that purpose. Brutal.
Yes, much better to shoot a human to ‘inspire’ the rest.
I think coward is a poor term to use; let’s not forget that Russia was being overrun by the Germans, and they still weren’t sure if the Japanese would attack or not, so they were extremely desperate… hence why they did things like this or the ‘bravery enforcement.’ The Russians were doing anything and everything they could to slow the Germans down, this was simply one more method that had dubious results.
I doubt we’ll see this any time soon, if ever.
Su-152 has a fix turret has a weakness when fighting multiple armor especally with a lot of trees!
Which is why I’ve never liked it, or the Jagdtiger.
No clue, but I’m tired of people wiggling my airplanes around until they’re so lose they just fall over. I might look into getting new ones, or simply gluing them in.
There’s no real ‘special’ way to kill a KV-1 or Su-152. As with any big tank I usually attack with one unit and then follow up with another. The KV-1 doesn’t have especially good AT dice, and the Su-152 has limited arc and can’t defencive fire. Hetzers, Panthers, or a Tiger supported by a Hezter work well (though that’s a fair amount of points for a 100pt game)
Unfortunately almost every game I play has aircraft - generally Mustangs. The Nashorn just isn’t an option with them around; even if I want to spend 1/2 of my force to protect the nashorn the player will still make a suicide run. Even when disrupted, a rockets have a good chance of destroying the Nashorn.
I have yet to use a Nashorn in a large game; things tend to balance out in them, but even still I suspect it would have the same problems.
I voted for the Fallschirmjager as well, but really we’ll know them all soon enough.
Jagdpanthers are good in large games where they have room to use their extended ranged, and that extra speed comes in handy.
Jagdtigers aren’t that good. They have the firepower, but are very slow and hence easily flanked out of arc, disrupted, and eventually damaged (You should see that T-70s do to them).
I remember playtesting the Nashorn before it came out; even without planes it was terrible. With planes it’s that much worse; I’d rather use a Marder because at least I’m not wasting as many points.
They’re ok, but not great.
The biggest drawback is that they don’t have close assault. However they don’t cost too much (4 points) and have a good attack up close (9 dice) with the Partisan ability. They could make good backup for the Fallschirmjager.
Planes attack the same way as any other unit, with the sole exception that terrain doesn’t block LOS to and from them.
While I don’t hate them, I’m not a huge fan of airpower either. Things bog down too much when you have to constantly ‘watch the skies.’
The setup can vary depending on how your opponent deploys his forces and what the terrain is like. The Snipers could be best left on there own. Otherwise yes the SS form two nice groups.
Personally I’d use the Veteran Tiger in the centre, with a Panther flanking each side. The Brummbar would probably be supporting the SS, or near the Tiger for protection. Your opponent will either try to avoid the Veteran Tiger, or take it out first; try using it as bait with both Panthers ready to support from the flanks (just do your best not to make it too obvious a trap :wink:)
I’m still very dissapointed the Germans didn’t get a Kubelwagon or other cheap transport; the Half-tracks are far too expensive. The only time I usually use the 250 is to transport an 88. I very rarely use the 251 in a standard game, but its nice (and about HALF the cost) in my historical games. Occasionally I have used it in assault scenarios just to move my troops up rapidly, and it does provide a little extra firepower against infantry (Which most defenders will have a lot of). Mostly I just find that 14 points + the cost of what it’s transporting takes up too big a chunk of my army.
Hopefully when the Fallschirmjager will be paratroopers so you can use them to take out the mortars; even still the Werwolfs are half decent for that purpose (and sadly, not much else). It’s hard to say if WotC will use them as the early war paratroopers, or later war Elite Infantry.
I liked the SS Panzer until planes came out; rear defence 3 is just too weak against them in standard games.
The Panther D is still a very good tank at a very affordable price.
1x Veteran Tiger
2x SS Panther G
1x Brummbar
1x Stuka
1x Focke Wulf
2x SS Haupsturmfurher
7x SS Panzergrenadier
1x Grizzled Veteran
2x Wehrmacht Sniper
OR
1x King Tiger
1x Veteran Tiger
1x Hetzer
1x Brummbar
1x Stuka
2x SS Haupsturmfurher
8x SS Panzergrenadier
1x Grizzled Veteran
1x Panzerfaust
2x Wehrmacht Sniper
1x Focke-Wulf
and has slightly worse AT.
Can a spotter also spot voor arty/mortars?
The Spotter SA applies only to Aircraft.
Any units that have **Indirect Fire say so. (Currently: GE sGrW 34 81mm Mortar, SV 82mm PM-37 Mortar, US M7 105mm Priest)
Can defensive fire result in anything more then disruption?
Defencive-Fire does NOT result in a hit against the unit; it simply gives a face-up disrupted token. Having more than one face-disrupted token has no additional effect on a unit. They do not cause damage/destroyed results because They Are Not Hits.
However units can still use their Special Abilities during defencive-fire which may cause more than disruption. For example if you provoke defencive-fire from a flamethrower and it rolls three 6s, it DOES still immediately destroy the unit.
Can a disrupted vehicle change facing?
No; the rules specifically say they can’t.**
For Standard Games it’s mostly because of SS-Panzergrenadiers.
For the cost of an MG42 you can have two SS-PGs.
Now compared to some other units:
vs Sniper; the Sniper only has one shot, but gains some great abilities like Head Shot and Superior Camoflauge. Also except for point blank (ie short) range, the sniper generally has a better attack%, and Crack Shot cancels out the penalty for shooting at aircraft.
vs Nebelwerfer; the Nebelwerfer may only have one shot, but gets Blast, Bombardment, and Rocket Salvo. It also works out as having a better attack.
The MG42 can still be quite useful (eg you can pack 2 of them into a single hex for a LOT of firepower) its just that other units for a similar cost have more utility to them (Sniper), or are tougher (SS-PGs).
What do you have to work with?