Showing posts with label Lists. Show all posts
Showing posts with label Lists. Show all posts

14 January 2018

List Building from Avanti - Damo's Carri Compagnia



-with Damo 


 *Disclaimer: My phone takes really shitty photos...


 When I started using the Italians as my very first Flames of War force (beta testing v.1!) they were always one thing to me; Hilarious. 



 Under-gunned, outmatched by most opponents and no-one else in their right mind fielded them. Good enough for me. (I won Natcon 2003 with them. Heh.) I wanted a "Ferrari tank rush" army. Full speed ahead and die for the glory of Il Duce!




With Flames of War v.4 coming out last year, I decided to bide my time until the glorious Italians got their own book. It's (almost) here now and we at Behind Enemy Lines are grateful Battlefront NZ allowed us early access. Chur Pete!


 All my Italian armies through the ages have had one common theme. Tanks. Lots of (little) tanks. It's my jam and so my V.4 list carries on my obsession. I've started by building a single formation to 85 points. It simply gives me room to move, either to 100 pts or less.



 HQ- no brainer here. 1 M14/41. (Are you surprised?)




Next, I take 3 combat platoons of five M14/41's. One can never have enough MG's to get the job done on the PBI. With six MG shots per tank, that's a lot of hurt on anything caught unprepared. Hard luck for them. The main gun is only AT6 but has HEAT rounds. Cool. I can live with that. Armour is a relatively low 3-1-1 so they might survive a round or two of shooting. However, no matter what rating they get on the new 8 Million Bayonet table they will always remount on a 2+. (This is good.)






So that's my compulsory choices sorted along with the optional 3rd platoon of M14/41's because ...well... MG's.  I desperately wanted a platoon of Semovente 75's as well and for about a minute I was panicking that I'd have to ditch a platoon of m14/41's until Dan pointed out that I could take those bad boys as an optional support option. Wahey!

One platoon of 6 Semovente 75's in the mix and I'm almost a combined arms force! These can fire as artillery and the 75mm main gun is AT8. They also have a self-defence AAMG. That's pretty good firepower and with their 4-1-1 armour, they're almost a real tank! Can't wait to get some side shots off on some Shermans or T-34's....


With a tread count of 22 "tanks" so far I think it's time for something different...


AA is still a thing in V.4 so I better include some of that I guess...



One platoon of 4 truck mounted 20mm Breda dual purpose AA guns fills another support platoon. I only ever owned 2 of these trucks but luckily I found two Sahariana jeeps with the same gun. Proxy in those fantastic looking vehicles and away we go. I still have points left over to get to the 85pt limit I set for myself so let's head over to the coolest thing in the Italian arsenal.



One platoon of two Lancia 90's- the truck mounted 90mm beast of a gun. Just like an 88 but Italian made. Bene! Just awesome!


4+ save, a move or shoot built in, the gigantic rule. Who cares? Not me. They have AT14, shoot at planes, shoot at tanks, head shot some infantry teams, just take them! Trust me!


The last thing I need is some airpower because, let's face it, I need it to pretend I have some form of artillery (ignoring the fact my Semoventes can fire as arty too.)


One flight of two Falco bi-planes- I only have one biplane but that's no problem as I still have an Italian Stuka to sub in as a proxy biplane. What a nutter.



Well, that's my list. I have a few things to paint up but 90% of my Italians are good to go. (Thanks Monkey, your paint job is still brilliant.) Of course, as I've already said I can go up or down points-wise and perhaps use some of the card options available now or when the Italians get their own ones. 

I do have the quick option of adding 2 platoons of 5 L6/40's as well which will take me to 95 point, leaving 5 left over for card shenanigans as well, pretty quick and simple as it is!



See you on the battlefield...



28 April 2016

Mike's Marines (Part 4: Late War List)

with Mike

I know that I will want to field my Marines in the Late War meta at least once, so I’ve mustered up a 1500 point list. I’ll be honest, it’s a tough life being a hypothetical Marine in the ETO, but damned if that’ll stop them! Besides, it’s pretty much the only way I’ll ever be able to squeeze in M3 75mm GMCs and Shermans into my list. So here it goes!



Marine Rifle Company (ETO)
Points
Marine Rifle HQ
55
Marine Rifle Platoon with BAR (2/3 strength)
210
Marine Rifle Platoon with BAR (2/3 strength)
210
Assault Section (full strength)
160
Mortar Platoon (4x 81mm)
125
Marine War Dog Platoon (2x Dog Handlers)
70
Self-propelled Gun Platoon (2x 75mm SPM)
110
Marine Tank Platoon (4x M4A2 Sherman)
365
add 4x Improvised Tank Assault Armor
20
Flame Tank Platoon (3x M3A1 Satan)
175
Total
1500


For 1750-points add:

Air Support (Priority)
190
add Close Air Support
25
add Napalm
30
Total
1745

You've got the books now, what's your 1500 pt USMC list for LW?

(previously... Mike's Move Out! List...)


30 March 2016

Mike's Marines (Part 3: Move Out!)

with Mike

previously... (Mike's Beachhead List...)

“Move Out” - 1500 Points

The Japanese assault has been repelled, but the job isn't finished! It’s time to push inland and secure that objective we were meant to take during the first hours of the beach assault! The company has been reinforced and is raring to go!


Marine Rifle Company (Inland)
Points
Marine Rifle HQ
55
Marine Rifle Platoon with BAR (2/3 strength)
210
Marine Rifle Platoon with BAR (2/3 strength)
210
Company Machine-gun Platoon (with 4x M1919 LMG)
105
Assault Section (full strength)
220
Marine War Dog Platoon (2x Dog Handlers)
70
Marine Artillery Battery (4x M1A1 75mm)
165
Light Tank Platoon (2x M3 Stuart)
350
Flame Tank Platoon (1x M3A1 Satan)
110
    add Improvised Tank Assault Armour
5
Total
1500

A fresh supply of flame-throwing and demolition specialists have joined the fight in the Assault Section. This unit is pretty cool with it’s bazookas (a rare piece of equipment in the USMC rifle company!) flame-throwers, and pioneer teams.

The platoon must be attached to the rifle platoons, but it has a special ability to attach its teams at my discretion, rather than having to split them up evenly. This means I could attach them all to a single platoon to make a massive assault unit (something Marines did frequently) or I can make specialist platoons by attaching the flame-throwers to one, and the bazookas to the other and the pioneers to either. It’s an expensive but highly versatile platoon.

Heading inland will put my Marines at the mercy of Japanese ambushes, so I’ve attached some Dog Handlers to the platoons. Like the Assault Section, these must be attached out, but I purchased two teams, one for each platoon.

These unique units are two-man Recce teams, so you can use them for Eyes and Ears, but they can also push enemy ambushes back even further to 10”/25cm rather than the usual 8”/20cm and don’t have to have line of sight to the ambushing platoon either. Having embedded recce in the platoons is a great economical way of keeping your Marines safe!


I’ve backed up my guys with some M1A1 75mm pack howitzers. These will provide smoke screens and pin the enemy to help my assault get in close. In a pinch they can engage the enemy over open sights, but the lack of gunshield makes this a risky proposition. Having a fearless veteran battery with a staff team (and the full complement of US artillery rules) will be helpful with making sure the assault goes in successfully.

I’ve added a second Stuart to the Light Tank Platoon to help give me some mobility. Having two should be able to form a solid anchor for the infantry assault to spring from.Two also means they can protect each other better from enemy assaults.

I’ve also brought up an M3A1 Satan flame-tank. This “devil” has pretty mean flame-thrower on board with ROF 3 an FP 5+, as well as its full complement of machine-guns. I’ve given it improvised tank assault armor, which gives it a special 5+ save against FP 5 or 6 weapons and a 5+ save in assault combat as well, which being a flame tank isn’t that special but for 5 points, it’s worth it to possibly help it survive to withdraw.

Backed by tanks, flame-throwers, and war dogs, these Marines are ready to finish their mission and take that damned airfield...

Next Up: Mike's USMC Late War List...

14 March 2016

Damian's Japanese Tanks (2000 point lists)

with Damian

As seen in my previous, smaller lists for the Pacific and Late War, I’ve tried hard to keep the numbers of tanks as close as possible in order to make it easier for me to complete my lists and have viable forces to use. Tactics will remain the same for both as it is no use trying to get sneaky or sit still with what I have. The Zero and naval bombardment will have to either suppress or open up one flank while everything hammers the other.

The recon Te-Ke tankettes will hopefully remove gone to ground from the enemy and try and prevent ambushes from destroying too much of my armoured thrust. They will however have a high chance of being destroyed first as they are expected to screen the main advance, tie up any enemy forces in the way for a turn or two and maybe even destroy one!

Pacific War - 2000pts
Sensha Rentai
Fearless Trained 

Regimental HQ (230 points)
2 Type 97 Chi-Ha and 2 Type 95 Ha-Go

Sensha Company (130 + 325 +325 points)
HQ: 2 Type 97 Chi-Ha
Platoon : 5 Type 97 Chi-Ha
Platoon : 5 Type 97 Chi-Ha

Light Sensha Company (125 + 320 points)
HQ: 2 Type 95 Ha-Go
Platoon: 5 Type 95 Ha-Go

Recon Tankette Platoon (110 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Recon Tankette Platoon (110 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Limited Air Support (140 points) 
(Close Air Support)

Naval Gunfire Support (150 points) 
(Destroyer)

TOTAL: 1965 points



Now things get really crazy with my Late War variant!

Late War - 2000pts
Sensha Rentai
Fearless Veteran 

Regimental HQ (155 points)
2 Type 97 Chi-Ha and
2 Type 95 Ha-Go

Sensha Company (80 + 200 + 200 +200 points)
HQ 2 Type 97 Chi-Ha
Platoon: 5 Type 97 Chi-Ha
Platoon: 5 Type 97 Chi-Ha
Platoon: 5 Type 97 Chi-Ha

Light Sensha Company (75 + 190 + 190 +120 points)
HQ: 2 Type 95 Ha-Go
Platoon: 5 Type 95 Ha-Go
Platoon: 5 Type 95 Ha-Go
Platoon: 3 Type 95 Ha-Go

Recon Tankette Platoon (145 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Recon Tankette Platoon (145 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Limited Air Support (140 points) 
(Close Air Support)

Naval Gunfire Support (150 points) 
(Destroyer)

TOTAL: 1990 points

As excited as I am to try these three lists out in The Pacific and watching them grow and evolve as the points get bigger, it is in Late War where I think I’ll definitely struggle. In saying that, though, I'll  probably have more fun! I am not sure what I will use as objectives yet for my army but I am keen on creating little markers to represent my naval gunfire support so maybe they will become the objective markers as well? Perhaps find some mini destroyers and base them up… hmmmm.



09 March 2016

Mike's Marines (Part 2: Beachhead List)

with Mike

“Beachhead” - 1500 points
Its no secret that I’m a narrative player first and foremost, so it shouldn’t surprise anyone to find out that my 1500-point list follows the story of my Beach Assault one. The assault has gone a bit sideways and is stalled on the beach. Heavy casualties have reduced my rifle strength and the light machine-guns and assault specialists have been hit particularly hard. Still the men have scrounged up some additional BARs to increase their platoon firepower.

Marine Rifle Company (Beachhead)
Points
Marine Rifle HQ
55
Marine Rifle Platoon with BAR (2/3 strength)
210
Marine Rifle Platoon with BAR (2/3 strength)
210
Assault Section (1/2 strength)
110
Company Machine-gun Platoon (with 2x M1919 LMG)
55
Mortar Platoon (2x 81mm)
65
Anti-tank Platoon (2x 37mm guns)
115
Light Tank Platoon (1x M3 Stuart)
170
Total
990

They expect the inevitable Japanese counterattack and have braced themselves with some M3 37mm guns to serve either anti-tank or anti-infantry depending on what hits them. These guns are a pretty must-buy in my opinion. With ROF 3, AT4 and FP4+, these guns will not only keep Japanese tanks at bay, they fill an essential infantry gun role thanks to their gun shield and the all-new Canister shot ability. Canister is basically a massive 37mm shotgun round, giving the gun a short-range (8”/20cm), high ROF (4) volley. Furthermore it doesn’t loose ROF on the move, instead incurring a +1 to hit penalty. This all stacks up to make the 37mm gun (in all its forms, including Stuarts and LVT 37mm Amtanks) unbelievably essential in the Pacific Theatre of Operations.


Finally to round out their desperate defence, the men receive warmly welcome support from a single M3 Stuart. This beautiful tank is amazing for all the same reasons as the 37mm anti-tank gun above with the addition of front armor 3 and Light Tank mobility. Front armor of 3 may not seem like much but when you consider most AT coming back at you is in the 5-6 range, it’s actually a pretty solid number.


With their defences prepared as best as circumstances allow, the Marines are ready to push back the incoming Japanese assault and hold the beachhead open!

Previously:.Mike's Beach Assault List...
Next up: "Move Out!"

07 March 2016

Damian's Japanese Tanks (1500-point lists)

with Damian

Ok, part two of my list building... To keep the numbers as equal as possible between my two lists I found I had to add extra tanks to the Pacific War while my Late War received Naval Gunfire support in the form of a Destroyer. Close Air Support is an essential for both as, well to put it simply, I want a Zero.

Extra Ha-Go tanks and 2 platoons of Recce Te-Ke will be great to help flank any U.S force in the Pacific while Late War gets a boost with more Chi-Ha tanks to punch the centre lines.

Pacific War - 1500pts
Sensha Rentai
Fearless Trained 

Regimental HQ (230 points)
2 Type 97 Chi-Ha and 2 Type 95 Ha-Go

Sensha Company (130 + 325 points)
HQ: 2 Type 97 Chi-Ha
Platoon : 5 Type 97 Chi-Ha

Light Sensha Company (125 + 320 points)
HQ: 2 Type 95 Ha-Go
Platoon: 5 Type 95 Ha-Go

Recon Tankette Platoon (110 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Recon Tankette Platoon (110 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Limited Air Support (140 points) 
(Close Air Support)

TOTAL: 1490 points




Now for my Late War variant!

Late War - 1500pts
Sensha Rentai
Fearless Veteran 

Regimental HQ (155 points)
2 Type 97 Chi-Ha and
2 Type 95 Ha-Go

Sensha Company (80 + 200 +200 points)
HQ 2 Type 97 Chi-Ha
Platoon: 5 Type 97 Chi-Ha
Platoon: 5 Type 97 Chi-Ha

Light Sensha Company (75 + 190 points)
HQ: 2 Type 95 Ha-Go
Platoon: 5 Type 95 Ha-Go

Recon Tankette Platoon (145 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Recon Tankette Platoon (145 points)
3 Type 97 Te-Ke (2x MG, 1x 37mm gun)

Naval Gunfire Support (150 points)
(Destroyer)

Limited Air Support (140 points)
(Close Air Support)

TOTAL: 1480 points

Naval Gunfire Support from the Destroyer and the Close Air Support should suit my tactics well in Late War- bombard one flank while rushing the other. Simple, yet effective. Both lists will have this in my final 2000pts.

The lists are almost taking a life of their own as I add to them and watch them grow in parallel synchronicity.



Check out my 1000-point lists here... 

26 February 2016

Mike's Marines (Part 1: The Beach Assault List)

by Mike

At long last I finally had the pleasure of sitting down and writing my first Pacific army list! I’ve had over ten years to think about what list I wanted to build first. I’ve gone back and forth but in the end there was really only one real choice to begin with: USMC.

There was little debate in my mind that I want to do a Marine Rifle Company. It’s an iconic force, riding ashore in barely armored (if at all) LVT amtrac carriers, hitting the beach under murderous defensive fire, and fighting tooth and nail against a determined enemy, both displaying true grit in the bloody island hopping campaign.

The Gung Ho book has two points variations, one for Pacific War (PW) and one for Late War (LW). The Pacific was a self-contained system with only a slight increase in technology from beginning to end, hence things like Sherman tanks were nearly unstoppable beasts straight through the campaign. So the Pacific points reflect that, with the venerable Sherman costing about 500 points apiece! The Late War points are also provided so you can field them against European Theatre troops.

Pacific War Lists
This is where it’s at. I’ll happily live in this points bracket forever because it means I can focus my Marines to do the task they were called upon to do: island hopping. I don’t need to worry about all the things that I usually do making Late War lists. Instead it’s all about getting ashore, establishing or widening a beachhead, or pushing inland to secure an airfield. So to that end, I’ve created three lists to do just that. Let’s have a look at the first one!

"The Assault” - 1875 Points

The Island and Atoll Landing missions grant the attacker an additional 25% points to bring to bear on the defenders. With that in mind I’ve created an assault force with an amazing amount of firepower behind it!

I’ve taken two full strength Marine platoons to simulate a (re)fresh unit. Space is cramped in the LVTs so I’ve put the M1919s in their own landing craft to arrive in the second wave. The 60mm mortars will be attached to the the platoons in the first wave. The Engineers are geared up to clear bunkers and blast open holes for the infantry. All four of these platoons are recyclable.



Marine Rifle Company (Amphibious Assault)
Points
Marine Rifle HQ
55
Marine Rifle Platoon (full strength)
230
    add 2x LVT(4)
45
Marine Rifle Platoon (full strength)
230
    add 2x LVT(4)
45
Company Machine-gun Platoon (with 4x M1919 LMG)
105
60mm Mortar Platoon (2x 60mm)
60
Marine Assault Engineer Section
205
Marine Amphibian Tank Platoon with 6x LVT(A)4 (75mm)
400
Naval Gunfire Support (Destroyer)
255
Air Support (Priority)
190
    add Close Air Support
25
    add Napalm
30
Total
1875


The six (six!) LVT(A)4 “Amtanks” are there to offer some immediate firepower, smoke, and single-gun bombardments if really needed. As amphibians, they will arrive in the first wave of the assault offering a ton of firepower. They also operate as independent teams if they swim ashore, making them extremely handy to support the troops with HE. Alternatively, I suppose I could bring them on as a single platoon in a later wave, which would have it’s uses as well, especially in assaults.

I remember using my Sherman DDs in my annual Normandy beach games, and they were always useful. I’d usually lose one or two to swamping, which made me nervous initially about committing 400 points to them, but when I had a look at the landing missions I found that the rule that gives the DDs the chance to swamp on the approach was no longer in play here. The closest you can get to swamping a tank is if you bog down in the Lagoon or if you roll 1 in the Movement Step while providing full ROF fire support from the surf or lagoon zones.

I’ve backed the assault with a Destroyer to provide some serious artillery support because no self respecting beach assault planner would carry on without naval gunfire! The support is rather expensive, so I opted for the Destroyer, which still gives a respectable AT4/FP3+ 4-gun bombardment.


The final component to my beach assault is the Marine Air Corps with a tooled up F4U Corsair. Like many, I love this plane dearly, but I’ve also got a family connection to it. My grandfather was an aircrew engine mechanic in the Korean War on a the US Navy Escort Carrier, USS Mindoro (CVE-120). After the war he worked on converting Avengers into fire bombers. He's always loved the Corsair and it's stayed a family favorite since, becoming something of a Haught icon and I intend to field one on the tabletop (USN, of course!) I’ve given it Priority level and reinforced it with Close Air Support, meaning that I start with seven dice in my Air Support Pool and can roll two aircraft dice and choose the best result, which will hopefully bring in flights of three Corsairs each turn to bomb or napalm stuff.

That’s all I can fit in at the moment, so there’s nothing for it but to climb aboard the Amtracs and kick the shit out of those unlucky bastards on the beach!

Next up, Beachhead!