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Subject: An axis army

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Sean-Khan
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11/06/2005 6:00 PM  
recovered topic 11018

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Sean-Khan
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11/06/2005 6:00 PM  
Axis have used 60 points for units that are meant almost solely to fight tanks, which makes this army weak against soldiers. While allies have 3 tanks, all of those tanks are really good against infantry when looking to their costs, so Axis infantry doesn't stand a chance, and without infantry support PZ4's are dead. I'd start by dropping one of the PZ4's and add some lighter units.

I don't know if it's just me but I've got a feeling that allies got better start with this game.

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Redgar
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11/06/2005 6:57 PM  
I'm having a similar problem; mind you I've only played 2 games, both on the "Tiger Heaven" map! My allied side is quite different, but the Axis build is quite similar.

I've found that I've advanced both the Axis and Allies at a similar (fast) pace towards the objective, thus nullifying the PZ4 (and, in my case, Tiger)'s "Extend Range" advantage. First game, I rushed up both sides and the Axis force got slaughtered. Second game, I moved infantry slowly (or rather slower ;) ) toward the objective while keeping my Tiger back. The infantry died when they got rushed, and the Tiger hadn't had time to put some holes into the KV-1 and Sherman my Allied self was fielding. Axis again died, but I think I did better.

Now, I'm going to try moving the infantry back to protect my tanks while I keep my tiger or 2 Pz 4's back to blast any Allied units which try to storm the objective. The key is, I think, to not worry too much about the Allies taking the objective early; concentrate on killing their armour while staying out of serious harm yourself, and then slowly advance under a covering fire.

Also, the PzGrenadier is good. It's goood! If you could find some spare cash to invest in a 3-4 more of them, they'd provide pretty tough protection for your tanks and good attackers of enemy infantry/disrupted tanks, especially when backed by a "Hampster"fuher.

Anyway, that's just my 2 ep worth,

Redgar

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XAos
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11/07/2005 5:26 AM  
With the limited options that bombur has, I'd try;
2 Pzkw-IV
SS-Haup
SS-PG
Imperial Sargent
2 Panzerfausts
Arisaka Rifle
2 Mausaer rifles
Given you "know" the allies are using shermans, you could replace the 2 Panzerfausts with a Pak-38. It's fairly cost-effective against defense:5 AFV's. But it will not be effective against the KV-1.

The problem with building an axis force is you either need one of the heavy tanks {Panther/Tiger} or you need a lot (at least 6) of the better infantry {SS-PG/Arisaka} Your not likly to get enough of those infantry from boosters (I brought a case & still didn't have enough) So you should buy singles, they are commons so they should be fairly cheap.





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Dr.Cornelius
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11/07/2005 5:36 AM  
See my post on German Tactics against the Sherman Swarm.

The SS-Panzergrenadiers are by far the best infantry unit for the points. Easily worth six points just for the 5 defense. And Ruthless turns the SS-PG into tank busters.

The thing that most people miss is that the Germans require much more skill to be effective. Any idiot can rush three undercosted Shermans forward and hope the dice go their way. The Germans require patience and finesse.

When you win initiative, set up a mismatch with the tank engagement at long range and deny LOS to one of your opponent's tanks. A foolish opponent will take the bait and exchange fire at a disadvantage. Even a wise opponent will be forced to move his armor out of LOS. Either way the Germans have the advantage.

Don't hesitate to withdraw your armor when your opponent wins initiative and sets up an engagement in his favor. The SS-Pazergrenadiers are tough enough to take a few free attacks from the Shermans. And most importantly, remember that the German's achillies heel is low rear armor. Maneuver at long range and along the edges to avoid being surrounded.

It is also important for the Germans to work the clock. Play cat-and-mouse with the allied armor while your infantry takes the objective hexes. Keep your armor near your infantry and use Panzerfausts to limit your opponent's range of movement and for follow up attacks on disrupted armor. Come turn 7 your opponent will be obliged to position his tanks on the objective hexes, where your Panzergrenadiers and Panzerfausts can defeat them at close range.

Bottom Line: Germany cannot field an effective all-armor army, but is very competitive with a well played combined arms force of hard hitting tanks and tough infantry.

Here are some strong German armies, with at most one rare each. Note that the Panzerfaust backed up by the SS-Hauptsturmfuhrer is very strong against medium tanks. Simply adjust the number of Panzerfausts based on how much armor your opponent fields.

Dual Panzer IV
60 Panzer IV x2
07 SS-Hauptsturmführer
05 Panzerfaust x2
20 SS-Panzergrenadier x4
03 Mauser Kar 98k
100 points / 10 units

SS Panther
49 SS-Panther
07 SS-Hauptsturmführer
10 MG 42
10 Panzerfaust x2
20 SS-Panzergrenadier x4
03 Mauser Kar 98k
99 points / 10 units

Tiger!
63 Tiger I
07 SS-Hauptsturmführer
10 Panzerfaust x2
25 SS-Panzergrenadier x4
100 points / 8 units



bombur
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11/09/2005 1:17 AM  
Thanks for the suggestions. One problem I've noticed is that the Allies have A LOT of long range infantry. By the time the German armour has taken out the Shermans and the Stuart the infantry is either gone or down to a Mauser or two, and the one Panzer IV is damaged, making it vunerable to the Allied Mortars. And with the clock ticking it has to move towards the objective which has been seizec by peices that would like nothing better than to be in the same Hex as a wounded tank. I'm thinking of dropping one of the Panzer IV's for a PAK 38, MG 42 and a couple of Panzerfausts. But I am not at all sure that will change the damned if they do, damned if they don't situation the Axis so frequently finds it self in.

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XAos
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11/09/2005 8:09 AM  
quote:
Originally posted by bombur
By the time the German armour has taken out the Shermans and the Stuart the infantry is either gone or down to a Mauser or two...


Thats the reason we all recommended you replace the mausers & other defense:4 infantry with more defense:5 SS-PG's. Most allied armies can kill 1 or 2 of those in 7 game turns. Killing lots of them in 7 game turns is a problem. Note that set-2 is due out in less than a month and the previews show significant power-creep. so I'd avoid buying many expensive singles at the moment, just try to pick up some cheap commons.
A few weeks ago I tried an axis force of;
1 Pzkw-IVg
2 SS-Haup
11 SS-PGs
But that had serious difficulties against defense:7 AFV's {Crocodile, Tiger etc} Replacing 2 SS-PGs with a wehrmacht sniper might solve that.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.
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