This one is maybe a bit late. I think that the most suitable date to publish it would have been the 1st of April but hey, no crying over spilt milk, right?
The article today is about some fun lists you can build for the upcoming UK GT. There have been a lot of 1420 point lists thrown around on various blogs and on Facebook. Hell, even I will post my favorites. But not today. Today I thought it would be fun to play around with ideas for lists that maybe are not so competitive (although might hold their own when some good luck shines on you) but would be exciting and fun to play. In all honesty, I have been thinking of using them so many times now but they always lost to some more tournament suited builds. Hopefully however, maybe somebody else can use my article as an inspiration and share his experiences some day :)
Ok, the first one coming up is Perimeter Outpost from Devil's Charge - a US fortified R/V infantry company. What I really love about this briefing is that it has so many cheap platoon options that even at 1420 points it lets you max out your fortifications. This is one of the few companies that can actually win a game without having a game at all :) This is mainly because of access to 6 sections of anti-tank obstacles (48" !). With such a congo line of dragon's teeth, czech hedgehogs or whatever can stop a tank, you can effectively block the ability of enemy armor to cross the table and reach your positions. For companies based on tank teams only, this means game over at deployment!
At 1420 getting all 6 sections is maybe not so feasible, so this is why in the list I prepared, I only go for 4 :) Plus 2 mandatory minefields! :) These obstacles should not be left unattended, however because enemy infantry will be able to dismantle it given some time. This is why we also need some good anti-infantry firepower and still some anti-tank to be able to handle armor in scenarios where the minefield/anti-tank obstacle screen will not work.
Did I also mention that regardless of mission choice, this company always starts the game in prepared positions? No? Well, it does :)
In the end, this is my preferred setup:
HQ 2x rifle + trenches
CP: full rifle platoon + a-t obstacle
CP: full rifle platoon + a-t obstacle
SP: I&R platoon (4 jeeps, one armed with a 0,5")
SP: Anti-tank platoon of 3x57mm (late) guns
SP: Towed Tank Destroyer platoon (4xM5 gun - C/T)
SP: Cavalry Recon platoon (C/V)
SP: Calliope Platoon (2x Calliope Shermans - C/T)
SP: 105 Battery (4x105mm - C/T)
My second choice is also a defending company. It is Kampfgruppe Swoboda, a R/T, always defend, infantry company from Bridge to Bridge. This company is so fun because it fields 8.8cm anti-aircraft guns as combat platoons! :) Boom, right off the bat, the briefing lets you build a decent anti-tank ability and avoid investing into R/T foot troops to bring 8.8 onto the table. What is more interesting is that it is supported by the trained Tigers of Kampfgruppe Hummel and either SS platoons or security (sicherheits) companies/platoons. Since you will be almost guaranteed to defend, you can build your list so that when you have to move some units into reserves, you will still have a very tough force on the table at the start of the game. Just do not forget to bring transports for your guns, because a lot of them are immobile :)
HQ: 2x SMG
CP: 4x 8.8 Flak 36 (static) + 4x extra crew + transport
CP: 4x 8.8 Flak 39 (r) + 4x extra crew + transport
CP: 4x 2cm Flak 38 + transport
SP: 4x Tiger I (C/T)
SP: full SS panzergrenadier platoon + faust (F/V)
SP: 3x SS 15cm Nebs + transport (F/V)
Ok, so I did a list presentation on a couple of defending companies. Now this one is an Always Attack Mechanized company! Kampfgruppe Graebner F/V (again from Bridge to Bridge book) can be a fun to play choice. To be honest, I even know a guy in our local tournament scene who plays it and had some limited success with it.
Anyway, let us talk some more detail about how this force can be constructed and played.
KG Graebner is built around 2 platoons of mechanized/motorized SS panzergrenadiers. The rest of supporting platoons are mostly armored cars with a lot of anti-infantry capability but virtually no anti-tank. There are 2 ways to mitigate these weaknesses: use Graebner himself and bring heavy artillery.
As for Graebner, for around 50 points he is a very good warrior team. He is riding in a decent armored vehicle but what is more important, he gives his guys tons of special rules:
- makes the company Always Attack
- gives spearhead moves to his combat platoons
- lets you do your recon moves before defender does his (and blocks your recce as a result)
- platoon he joins hits on a 2+ in assaults
- platoon he joins while making a stormtrooper move can go 6" instead of the normal 4
With this guy in your force, you will be able to dominate the no-man's land and possibly launch assaults with your infantry starting on turn 2. Such furious assaults can even catch tanks off-guard or at least make sure that you get stuck in early on, before enemy reserves start trickling in. If this quick pressure application fails, you can always rely on your 2 batteries of 3x15cm SS artillery :)
Anyway, here is the list:
HQ: 2x SMG + transport + Graebner in Humber IV (AT 7 gun)
CP: full gepanzerte SS platoon + faust
CP: full aufklarungs SS platoon + faust
WP: 2x 8-rad
WP: 3x SdKfz 251/9 (7.5cm)
SP: 3x 15cm sFH18
SP: 3x 15cm sFH18
Ok, so this is it - hope you liked the ideas and if you feel something is definately missing (has to be fun and at least a little, tiny bit competitive), let me know in the comments! :)