|
Post by shoey109 on Jan 12, 2013 14:02:54 GMT -5
Any body up for a tank skirmish this coming Sunday? (01/13/2012) at Tripleplay.
Will
|
|
|
Post by stormbringer on Jan 12, 2013 19:38:14 GMT -5
I can play... what time? 830 points?
Jeff
|
|
|
Post by shoey109 on Jan 12, 2013 20:19:23 GMT -5
That will be good. If you could produce more troops for a bigger point game let me know. Since we are doing a 800 point game. We could losen the requirement for combat platoons. Plus you could proxy your shermans for jumbos if you want for the combat platoon. I would go for a list in the books instead of the open fire list.
I have 13 buildings. So it will be a tank fight amongst allot of bulding alley ways. So lets hope we Germans can have another great sunday against your American swine invaders of the fatherland. Lol
Just name the time to meet at triple play. I am not bringing medium-sized tanks this time. I am bringing some big cats. I am itching for a good tank fight.
Will
|
|
|
Post by stormbringer on Jan 12, 2013 20:44:34 GMT -5
How about 10:30?
My only other models are the German side (2 X Grenadiers, 2 Pak 40s, and 3 assault guns) of Open Fire for the moment.
I don't know what I'd do against big cats with 6 Shermans and 2 Fireflys in a city. Those are the tanks that nothing can penetrate the front armor? A jumbo has less AT than a Firefly.
If I treated the short barrels as 76mm and the long barrels as 75mm (switched them) and the 2iC as a 76mm then I could proxy:
Headquarters: 1 M4A3 Sherman 1 M4A3 (76mm) Sherman
Combat Platoons: 1 M4A3 Sherman 2 M4A3 (76mm) Sherman
1 M4A3 Sherman 2 M4A3 (76mm) Sherman
Total: 955
Jeff
|
|
|
Post by shoey109 on Jan 12, 2013 20:57:12 GMT -5
The time and points are good. The only thing I would bring would be panthers. Those king tigers are expensive and you would out number me by allot. So a chance of flank shots is great. I will ponder my list tonight. See you at tripleplay in the morning General.
We will roll off on missions from friday night.
Will
|
|
|
Post by shoey109 on Jan 12, 2013 21:07:34 GMT -5
How about 10:30? My only other models are the German side (2 X Grenadiers, 2 Pak 40s, and 3 assault guns) of Open Fire for the moment. I don't know what I'd do against big cats with 6 Shermans and 2 Fireflys in a city. Those are the tanks that nothing can penetrate the front armor? A jumbo has less AT than a Firefly. If I treated the short barrels as 76mm and the long barrels as 75mm (switched them) and the 2iC as a 76mm then I could proxy: Headquarters: 1 M4A3 Sherman 1 M4A3 (76mm) Sherman Combat Platoons: 1 M4A3 Sherman 2 M4A3 (76mm) Sherman 1 M4A3 Sherman 2 M4A3 (76mm) Sherman Total: 955 Jeff You are looking at 5 panthers and 4 eight rads facing that list for 955 points. Will
|
|
|
Post by stormbringer on Jan 12, 2013 21:14:31 GMT -5
I'll bring what I have and we'll figure it out tomorrow. See you at 10:30.
Jeff
|
|
|
Post by shoey109 on Jan 13, 2013 15:27:09 GMT -5
Me and Jeff played two Games today.
Game 1.
4-3 German victory over the American force. I won this by the skin of my teeth. Jeff forced me to take a Company Morale test. I passed by rolling a required three for being Fearless. I then won the game the next turn.
Game 2.
5-2 German victory over the American force. This game also could have went either way at the end. My company Commander died. I lost one platoon and if I would have lost another platoon. It would have forced a company Morale test. Which I would have automatically failed and lost the game.
We played two games in 3.5 hours.
|
|
|
Post by stormbringer on Jan 13, 2013 15:46:56 GMT -5
Everyone, Will and I played two 955 point games on a city table today. Each game took about 1.5 hours thanks to being all tanks. I had three M4A3s and four M4A3 (76mm) Confident-Vets of Detroit Finest (a proud day for this Detroit native). Will had five Panthers and four 8-Rads (recon units) which were Fearless-Trained.
The first game was Surrounded and I was the attacker. I split the objectives to opposite corners of the zone which is in the middle of the table. I also split my teams up with five tanks deploying on one side of the table and three tanks on the other opposite corner. Will split his forces up pretty even on both objectives.
I moved forward wit five tanks and tried to find some cover. The other platoon bogged down right out of the gate and sat around finishing their morning coffee. Will brought his command Panthers crashing through a building to take some shots on my two command Shermans. His other three moved up and shot at the other three Shermans. He popped my 2iC and one of the other Shermans.
To keep fighting another day, I swung the remaining three tanks around the other side of the table and brought up the other platoon from the far side. All six tanks converged on the objective and fired on the move using their stabilizers. I wasn't able to make a dent on either Panther however. I think I did take out a Recce team though. The two command Panthers fired back and destroyed one Sherman and bailed the other two. This brought up a question on Morale checks...
With one tank destroyed and two bailed, do I have to test for morale? I had just read something similar on the FOW forum yesterday and thought the answer was yes. One destroyed, no active, and two bailed (which don't count) means that I have more destroyed than still fighting [page 173]. I tested, failed, and lost a platoon.
Next, I moved up and destroyed his other Recce team. This forced a Company Morale Check since he lost 2/3 of his Combat Platoons. He passed. Then Will finished the job and gained a 4/3 Minor Victory.
The second game was No Retreat and I again was the attacker. Will placed one objective in the middle-back of his zone (half the table) and I placed the other in the nearest corner. He deployed his command team near the back, saved his three Panthers for ambush, and had the Recce as reserves. I deployed five Shermans on one side of the table and the other three on the opposite side.
I moved all seven tanks up on opposite sides. Will brought his two command tanks crashing through the building to contest the objective. He fired two long range shots on the far side platoon and destroyed one of them. I brought six tanks up with three of them having flank shots and missed with all twelve shots. Will ambushed in the three Panthers and destroyed a platoon of three Shermans after passing three firepower tests on three hits out of six shots. He picked off one of the other Shermans with his command tanks. I destroyed his two command Panthers (first and only Panther kills of the day) and made a run with Detroits Finest (14" move) for the far objective. Protected ammo (re-roll bail checks) helped alot after taking three bails. After two turns, Will mopped up the remaining three and won, giving him a Major Victory of 5-2.
Another question came up in the second game... Is there ever a time when a platoon can stop within two inches of an enemy platoon? We thought the answer was no, except when assaulting. This came up when I tried to crash through a building to destroy a Recce vehicle up against the far side who was contesting an objective. I had to stop two inches away and didn't have LOS to shoot.
Jeff
|
|
|
Post by shoey109 on Jan 13, 2013 16:25:01 GMT -5
Everyone, Will and I played two 955 point games on a city table today. Each game took about 1.5 hours thanks to being all tanks. I had three M4A3s and four M4A3 (76mm) Confident-Vets of Detroit Finest (a proud day for this Detroit native). Will had five Panthers and four 8-Rads (recon units) which were Fearless-Trained. The first game was Surrounded and I was the attacker. I split the objectives to opposite corners of the zone which is in the middle of the table. I also split my teams up with five tanks deploying on one side of the table and three tanks on the other opposite corner. Will split his forces up pretty even on both objectives. I moved forward wit five tanks and tried to find some cover. The other platoon bogged down right out of the gate and sat around finishing their morning coffee. Will brought his command Panthers crashing through a building to take some shots on my two command Shermans. His other three moved up and shot at the other three Shermans. He popped my 2iC and one of the other Shermans. To keep fighting another day, I swung the remaining three tanks around the other side of the table and brought up the other platoon from the far side. All six tanks converged on the objective and fired on the move using their stabilizers. I wasn't able to make a dent on either Panther however. I think I did take out a Recce team though. The two command Panthers fired back and destroyed one Sherman and bailed the other two. This brought up a question on Morale checks... With one tank destroyed and two bailed, do I have to test for morale? I had just read something similar on the FOW forum yesterday and thought the answer was yes. One destroyed, no active, and two bailed (which don't count) means that I have more destroyed than still fighting [page 173]. I tested, failed, and lost a platoon. Next, I moved up and destroyed his other Recce team. This forced a Company Morale Check since he lost 2/3 of his Combat Platoons. He passed. Then Will finished the job and gained a 4/3 Minor Victory. The second game was No Retreat and I again was the attacker. Will placed one objective in the middle-back of his zone (half the table) and I placed the other in the nearest corner. He deployed his command team near the back, saved his three Panthers for ambush, and had the Recce as reserves. I deployed five Shermans on one side of the table and the other three on the opposite side. I moved all seven tanks up on opposite sides. Will brought his two command tanks crashing through the building to contest the objective. He fired two long range shots on the far side platoon and destroyed one of them. I brought six tanks up with three of them having flank shots and missed with all twelve shots. Will ambushed in the three Panthers and destroyed a platoon of three Shermans after passing three firepower tests on three hits out of six shots. He picked off one of the other Shermans with his command tanks. I destroyed his two command Panthers (first and only Panther kills of the day) and made a run with Detroits Finest (14" move) for the far objective. Protected ammo (re-roll bail checks) helped alot after taking three bails. After two turns, Will mopped up the remaining three and won, giving him a Major Victory of 5-2. Another question came up in the second game... Is there ever a time when a platoon can stop within two inches of an enemy platoon? We thought the answer was no, except when assaulting. This came up when I tried to crash through a building to destroy a Recce vehicle up against the far side who was contesting an objective. I had to stop two inches away and didn't have LOS to shoot. Jeff I was very lucky taking flank shots today on my Panthers. I am never in a comfort zone when Shermans are getting flank shots on my panthers. Those green horn Americans could not hit a barn today. My German boy's did some outstanding shooting today. Jeff did manage to kill three platoons of armoured cars, 6 in total. Will
|
|
|
Post by FaithandFire on Jan 14, 2013 8:43:57 GMT -5
Jeff - Looks like you did well despite the losses. Panthers are tough esp. without some air or artillery to make them nervous.
|
|
|
Post by shoey109 on Jan 14, 2013 10:08:42 GMT -5
Jeff - Looks like you did well despite the losses. Panthers are tough esp. without some air or artillery to make them nervous. Steve, We replayed a engagement with my 3 panthers against 3 remaining Shermans. In the game Jeff retreated the Shermans. So we had him use the 14 inch movement of the Shermans and he was able to get 2 tanks on my flank and the other had a front shot. We rolled the dice. Jeff scored 3 hits on my flanks. Which was a automatic firepower test. Jeff made all 3 firepower shots and it was 3 dead Panthers. That would have cost me the game. Those Panthers where the only platoon protecting the Objective and the other Objective was under attack by his other platoon of Sherman's with my CC and 2IC protecting that Objective. My 8 rads would have been no match to hold a objective against his Shermans. In small point games. You can win by taking a objective or causing a Company morale check. Will
|
|
|
Post by stormbringer on Jan 14, 2013 21:23:25 GMT -5
I found the M4A3 (76mm) wasn't able to do a darn thing against the Panther front armor even with AT13. Since I'll need flank shots I might as well just take a bunch of regular 75mm Shermans. For the same 955 points, I could have added another 3 Shermans (not all M4A3s though).
A P-47 is on my short list for things to add. 7 dice on turn one to see if they show seems pretty good. Not having to range in on anything in the open is nice too. Only needing one plane/model helps with buying and building too.
I've been looking at the M4A3 (105mm). I could take a platoon of three and another one in the HQ for a total of 4.
The gun has the following stats... M4 105mm howitzer 24"/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke. Firing bombardments 48"/120cm - 4 4+ (seems pretty standard for artillery)
... it's only slightly more expensive than Veteran Artillery, but it's also one less gun. I don't know how handy the mobility thing is though.
We'll see. Right now, I know I need more Shermans. Another Open Fire Box would help towards that. :-)
Jeff
|
|
|
Post by shoey109 on Jan 14, 2013 21:59:20 GMT -5
I found the M4A3 (76mm) wasn't able to do a darn thing against the Panther front armor even with AT13. Since I'll need flank shots I might as well just take a bunch of regular 75mm Shermans. For the same 955 points, I could have added another 3 Shermans (not all M4A3s though). A P-47 is on my short list for things to add. 7 dice on turn one to see if they show seems pretty good. Not having to range in on anything in the open is nice too. Only needing one plane/model helps with buying and building too. I've been looking at the M4A3 (105mm). I could take a platoon of three and another one in the HQ for a total of 4. The gun has the following stats... M4 105mm howitzer 24"/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke. Firing bombardments 48"/120cm - 4 4+ (seems pretty standard for artillery) ... it's only slightly more expensive than Veteran Artillery, but it's also one less gun. I don't know how handy the mobility thing is though. We'll see. Right now, I know I need more Shermans. Another Open Fire Box would help towards that. :-) Jeff I think 3 more shermans would make me nervous. A full blown rush would be hard to keep you off my flanks. Try looking into a platoon of tank destroyers. They are the rave right now with American players. The tank destroyers have a section of special rules in the book. If I played my panther list at the 1575 point level. I could field 8 panthers. Then again I will play my infantry list in the bigger point games. So that is why I read the whole chapter on assaults tonight. Trying to remember every little rule that could come up is going to take allot of rereading the chapter. Will
|
|
|
Post by stormbringer on Jan 15, 2013 6:29:48 GMT -5
Playing around in Easyarmy, I was see how many Shermans I could max out with in a 1575 list.
For Con-Trained, I can take 16 M4A3, 4 M4A3 (105mm), and Priority Close-Combat Air.
For Con-Vets, I can take 10 M4A3, 4 M4 (105mm), a 3 Squad Vet Rifle Platoon, and Priority Close-Combat Air. It didn't really work out trying to squeeze and extra Sherman in here by dropping the Rifles.
Jeff
|
|