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11/17/2015
Countering German half-tracks
As per the request of one of the readers, I was forced (only joking) to write an article about dealing with those pesky German armored half-tracks. I have to admit that this is a very difficult topic but I accept the challenge :)
The reason I mentioned that this topic is so difficult is that there are not many ways to effectively deal with this type of unit. Part of the problem comes from the fact that in most cases you have to spend valuable resources to get rid of a 10 point guy. But then, the question is - do I really need to get rid of the half-track?
The answer can only be formulated by understanding what is the main purpose of these vehicles. There are several cases that I can see them used in:
1. The most obvious is transports - they are not so dangerous while carrying infantry, since the other guy is probably trying to get them safe to their destination anyway. Easily ignored.
2. Mounted assault - I have played this game for a long time now, and I have never seen anybody actually use this rule. The obvious reason for this is that they are not real tanks, so 5 defensive fire hits still stop them and any portable anti-tank weapons turn them into minced meat.
3. Harassment tool - they will move about the table and try to shoot your infantry in the open or pin/kill your guns. This is probably the most effective use of the German half-tracks. It takes a lot of time for them to do their job, but if you let them shoot you forever, they will kill or pin your guys. The most annoying thing about this tactic is the fact that in V3 of the Flames of War rules, you can still make congo lines of troops. This means that an infantry platoon can be hidden in a safe place, while the half-tracks are all around the table with their 6" (normally) of command distance.
4. Blocking movement - in some rare cases, the opponent can sacrifice some of his half-tracks to limit your infantry's/guns' movement. This is achieved by simply parking 2-3 half-tracks just outside your 2" zone of control. This not only blocks your units but also can force you to assault against a torrent of defensive fire if your shooting cannot get you rid of them.
5. Pushing back ambushes - is especially effective for companies that lack recon support. This tactic is similar to blocking movement routes but is done to cover possible ambush positions as the player needs to place his ambushing teams at least 4" away from any enemy models (even if they went at the double!).
Now with the main purpose of half-tracks highlighted it is a bit easier to make an intelligent decision about what kind of resources need to be used to get rid of them. Are they really hindering my plans or is the enemy just trying to distract me?
If you decide you have had enough of them already, I can see 2 main ways to deal with them:
1. If you have a lot of time - use only limited resources to get at least 1 kill or bail on the vehicles - this will force a morale check on the platoon. If failed, they will need to be sent to the rear and only come back next turn under specific deployment conditions and unable to shoot on the turn they arrive in. In this case, any anti-tank gun or a RPG will do. In most cases, you just need to make sure you can get one hit as the projectile will penetrate automatically which is enough to force the 'dismount under fire' test.
2. If you need to completely get rid of them, you will probably need a lot of shots to complete the task as more often then not the SdKfz vehicles will be hard to hit - normally requiring 4s,5s or 6s to hit. There is nothing that can help you better with this than proper list design. In my opinion, all lists should have at least one unit that can dish out enough low to mid-tier anti-tank shots to fend off hordes of light armored vehicles. These can be any kind of light guns: pak36/pak38 in German lists, US 37mm or 57mm, Soviet Zis-3 or 45mm. Also, light tank units can prove useful - think stuarts, pumas, Soviet medium tanks.
I think that the points above are the key to countering German half-tracks effectively. Target priority and proper planning is the name of the game ;)
But what are your ways to get rid of German half-tracks wondering about the table? Maybe I missed something? :)
11/14/2015
Peasant Army part 3 - Romanian Cavalry preparing for the tournament
Since the Poznań Mid War tournament is closing in really fast, I figured I would share my plans on how to play the missions that were announced. But first let me re-introduce the list I am going to use:
Romanian Cavalerie PDF
Elite (66% to get veteran rating)
HQ: 2x Cavalry Rifle/MG + 2x Vanator de Care (AT 4 in hand to hand)
Platoon 1: 13x Rifle/MG + VdC
Platoon 2: 13x Rifle/MG + VdC
Platoon 3: 4x 81mm mortars
Platoon 4: 6x45mm obr 1937 guns + cavalry limbers
Platoon 5: 3x Pz35
Platoon 6: 7x Recon Cavalry Rifle/MG + VdC
Platoon 7: 4x German Pak40s
Platoon 8: 12x 75mm RF guns (rof 2, at 8, worthless template and direct/bombardment smoke) + cavalry limbers
The current scenario order as proposed by the organizer is presented below. As an overall comment I have to mention that my cavalry has some preferences on whether to be attacker or defender in these circumstances - I have marked them next to the scenario names. But let's have a look on what is coming up:
Surrounded - attacker
Counterattack - attacker
Encounter - n/a
Hasty Attack - close to 50/50, but leaning more towards the attacker
Fighting Withdrawal - defender
So it seems that my list is designed to be an offensive force :P
But let us talk details!
1. Surrounded.
Attacker - I can easily see myself splitting the force into 2 separate detachments and placing them on the opposite sides of the table. Detachment one would have a company of infantry, captured 45mm guns, Pak40s and mortars, while the rest would go to the other one. There could be some minor variations to this in case the enemy would have a strong tank force, which could make me move my main a-t to the other flank. After deployment, things should be easy - shoot support to death and remove infantry from objectives. Hopefully I will not even need an assault to do this.
Defender - dig in one infantry company on each objective and leave one of the gun units in immediate ambush. In most cases these would be either Pak40s in case of medium/heavy tanks or 75mm against light tanks or armored cars.
2. Counterattack.
Attacker - it all depends on the enemy reserves. If there is a lot of them, then the choice is pretty simple: force a morale check by killing whatever is coming onto the table away from the main force. If they are not numerous, however, then I think an attack on both objectives at the same time is needed. This is mainly because of the enormous footprint of my army. If I do not start moving around early on, I will have a hard time against any template weapons. Recon horsemen will help a lot to secure the remote objective early with their recce deployment move and quick overall pace (I need 2-3 turns to get there relatively untouched because of cautious movement rule). If necessary and possible, I can also mount some of my infantry on tanks and race them across the board to support the cavalry. This is a risky option though and needs to be performed with caution :)
Defender - it will be hard to capture the remote objective since my army is not that mobile. I can go for an early grab with the cavalry and hope it can last until reinforcements arrive. In the meantime I will have to push with all my units to force the enemy into a corner situation around the far objective and then kill him off with my guns.
3. Encounter.
I do not intend to camp the base in this one. I will try to go for both enemy objectives at the same time, while supporting my infantry with direct fire of the guns. This might be tricky against some tank companies, so in these cases, I will have to go for the glass cannons first and limit the enemy's ability to respond early on. I hope that Pak40s and the big artillery battalion can help with this.
4. Hasty Attack.
Attacker - I will most probably start with a mobile force on the table: cavalry scouts & tanks supported by either the 75mm or Pak40. Then it is up to what the enemy has in store - I can either go for an infantry company or maybe another gun unit. I hope I will keep the opponent busy so that he cannot push my own objective and perform a quick assault on one of his positions.
Defender - this will not be so hard I think. I can simply camp the objectives with infantry companies, each one supported by a gun unit and wait until reinforcements arrive. Scattered reserves should not hurt me so much since I will have 2 highly mobile units to arrive to the scene early on :) Still I think I can do better attacking.
5. Fighting Withdrawal.
Attacker - this will be a nightmare :) I really need to push several objectives at once, since there is no way I can squeeze my whole battalion into assault positions around just one. I have already tried this scenario as the attacker and it is doable but very hard. Bad part is that I will not have a lot of time to remove stubborn defenders with my guns because of the turn limit :(
Defender - defending should be easy. All I have to remember about is that depending on what kind of force is attacking my positions, I will need to ambush either Pak40s (against tanks) or 45mm guns (against light armored units and/or infantry). Other than that, I just need to sit tight and buy as much time as possible with my infantry.
So, this is my rough plan. What do you guys think - is it any good? :) Do you also plan your tournament games in advance (and try to execute the plan later on :P )?
11/11/2015
Polish Independence Day - tribute to the heroes
The big reason for this major event in the history of Europe was the victory of western powers in what became known as the Great War. With Great Britain, France and USA able to dictate the terms of peace, the final deal was based on Wilson's 14 points.
Point 13 of this proposal enabled creation of an independent Polish state, based on existence of ethnic Polish majorities, completely sovereign and enojying guarantees of territorial integrity by international conventions.
But in any case, it was the First World War that opened the way for Poland to appear on the map once again.
With this information in mind, myself and my wife selected the destination of our early afternoon trip: a First World War German military cemetery, located in woods near Łódź. The cemetery is a resting place for over 600 German and approximately 100 Russian soldiers that died during the battle of Łódź in 1914. This battle was one of the greatest clashes on the Eastern front. It was also one of the few major mobile battles of the Great War where key parts were played by bodies of troops moving around using trains for transportation. It was also here that the Russians used armored cars for the first time.
It was almost a miracle that we managed to find the place as it lies in a secluded part of the forest. Fortunately, guided by some locals, we managed to find what was a cemetery maybe 50-60 years ago and now is just a shadow of it former self, deformed and overgrown with vegetation. In any case, as a tribute to the soldiers of both sides (many of them of Polish nationality) I decided to take some photos so that they do not become completely forgotten.
11/10/2015
Beyond the completely obvious part 2 - Mid War mechanized lists analysis (ETC-wise)
Ok, now that we have tanks covered, I will jump into the not-so-obvious mech company choices.
The way I see the overall picture of this type of forces in the ETC is that they will most likely be used to build flexible and balanced lists able to take on all comers. This would naturally make them champions (lists that will be assigned 2 opponents to choose from). There is however, at least one exception from this rule that will be mentioned later on in the article.
Digression: What I also find funny about mechanized companies is that in singles tournaments players do not use them very often. I think that they do not feel so comfortable with having to switch between attacking and defending, depending on the opposing company type. My personal feeling is that playing mech is good practice and it is worth to give it a try for more than just one or two games.
Also, numbers collected over many polish tournaments prove that mechanized forces have the best win ratio of all company types ;) (if I remember correctly, it was also true for at least one ETC tournament)
But back to the main topic:
Italian Esplorante
I really love the list. If it was not for my Romanians, I would definately go for this one. Its main strength are combat platoons of tiny tanks that can harass the hell out of everybody and some very good support options. Their platoons are also fairly cheap compared to what Elite rating brings to the table (50% chance to be confident veteran, 16% fearless veteran).
When I think about this list, I mainly see it in an anti-infantry role. L6/40 is a perfect tool for dealing with any supporting troops that an infantry company fields and then launching a few concentrated assaults (unless the enemy breaks first). A platoon of these little bastards can easily hide behind a medium-sized barn and then jump out to pump out several 0.5" and MG shots at the nearest gun team and then assault and gang-rape it in the flank if the shooting fails. What you have to remember though is that they are NOT a recon platoon and not a real tank platoon :)
Also other support options, like the cheap AT 7 semoventes or carri help to deal with infantry. The Esplorante however, is not helpless against tanks. It can still field your favourite 4x Pak40 or a Panzer IV platoon and back it up with a big pioneer (demolisher) unit.
All in all, it is a balanced force that can be used to effect both on offense and on defense.
My sample list would contain:
Italian Esplorante Mechanised Company, from North Africa, page 98
HQ: 2x L6/40
Platoon 1: 4x L6/40
Platoon 2: 4x L6/40
Platoon 3: 4x AB41
Platoon 4: 1x Command Semovente 47/32 + 3x Semovente 47/32
Platoon 5: 1x Command Carro + 4x Semovente 75/18
Platoon 6: 7x Pioneer Rifle + 2x 45mm Brixia mortar
Platoon 7: 4x Captured 25pdr
Platoon 8: 4x German Pak40
US Armored Rifles
The way I see the overall picture of this type of forces in the ETC is that they will most likely be used to build flexible and balanced lists able to take on all comers. This would naturally make them champions (lists that will be assigned 2 opponents to choose from). There is however, at least one exception from this rule that will be mentioned later on in the article.
Digression: What I also find funny about mechanized companies is that in singles tournaments players do not use them very often. I think that they do not feel so comfortable with having to switch between attacking and defending, depending on the opposing company type. My personal feeling is that playing mech is good practice and it is worth to give it a try for more than just one or two games.
Also, numbers collected over many polish tournaments prove that mechanized forces have the best win ratio of all company types ;) (if I remember correctly, it was also true for at least one ETC tournament)
But back to the main topic:
Italian Esplorante
I really love the list. If it was not for my Romanians, I would definately go for this one. Its main strength are combat platoons of tiny tanks that can harass the hell out of everybody and some very good support options. Their platoons are also fairly cheap compared to what Elite rating brings to the table (50% chance to be confident veteran, 16% fearless veteran).
When I think about this list, I mainly see it in an anti-infantry role. L6/40 is a perfect tool for dealing with any supporting troops that an infantry company fields and then launching a few concentrated assaults (unless the enemy breaks first). A platoon of these little bastards can easily hide behind a medium-sized barn and then jump out to pump out several 0.5" and MG shots at the nearest gun team and then assault and gang-rape it in the flank if the shooting fails. What you have to remember though is that they are NOT a recon platoon and not a real tank platoon :)
Also other support options, like the cheap AT 7 semoventes or carri help to deal with infantry. The Esplorante however, is not helpless against tanks. It can still field your favourite 4x Pak40 or a Panzer IV platoon and back it up with a big pioneer (demolisher) unit.
All in all, it is a balanced force that can be used to effect both on offense and on defense.
My sample list would contain:
Italian Esplorante Mechanised Company, from North Africa, page 98
HQ: 2x L6/40
Platoon 1: 4x L6/40
Platoon 2: 4x L6/40
Platoon 3: 4x AB41
Platoon 4: 1x Command Semovente 47/32 + 3x Semovente 47/32
Platoon 5: 1x Command Carro + 4x Semovente 75/18
Platoon 6: 7x Pioneer Rifle + 2x 45mm Brixia mortar
Platoon 7: 4x Captured 25pdr
Platoon 8: 4x German Pak40
US Armored Rifles
This list does not have to be advertised in any way I think. It is a very solid choice in Late War and my personal opinion is that it remains a decent option in Mid. The only thing you have to consider when selecting it is that you will always have to go Confident Trained :)
Even though I mentioned in the preamble of the article that mech lists are designed to take on all comers, my perception of the Armored Rifles is that it is leaning more towards the anti-tank role than its Italian cousin. The main reasons for this are:
- Tank Destroyers, which will be a real pain in the bottom for Mixed Tankovy lists. This is not really because they have enough AT to punch through the armor of a KV. I understand their role as one of the best options to shoot Mixed Tankovy support platoons. Combine them with a tank unit and some arty and you will kill off any medium/ligh tanks that the Soviets field and either condemn the KVs to unsupported assaults or force a morale check on their company.
- Bazookas in the Armored Rifle platoons. They are enough to stop any tank assault and sometimes can even wonder off on their own a bit and shoot some lone wolf vehicles.
- Time on target arty. I think in Mid War artillery will be a bit more valuable, since there are more non-veteran armies around. This will make ranging in easier and for US troops ToT more frequent.
What is great about the list is that anti-tank units also shine in an assault support role. Tanks have direct smoke and have so many mgs that you should be able to pin the enemy easily. Tank destroyers will go around harassing unarmored teams until they unload their deadly cargo. Finally, artillery will either smoke whatever you need shrouded or kill of a couple of infantry stands before the attack goes in.
All the above considered, I would expect to see at least several Armored Rifle companies at the ETC.
My favourite list is this:
US Armored Rifle Mechanised Company, from North Africa, page 238
US Armored Rifle Mechanised Company, from North Africa, page 238
HQ: 2x Carbine + transports
Platoon 1: 6x Rifle + 1x M3 37mm gun + 2x M1919 LMG + M2 60mm mortar + 4x Bazooka + transports
Platoon 2: 4x Rifle + 1x M3 37mm gun + 2x M1919 LMG + M2 60mm mortar + 2x Bazooka + transports
Platoon 3: 1x Carbine + 2x Rifle + 1x Bazooka + transports
Platoon 4: 4x Tank Destroyers (M10)
Platoon 5: 5x M3 Lee (long guns)
Platoon 6: 4x 105mm howitzer
Platoon 1: 6x Rifle + 1x M3 37mm gun + 2x M1919 LMG + M2 60mm mortar + 4x Bazooka + transports
Platoon 2: 4x Rifle + 1x M3 37mm gun + 2x M1919 LMG + M2 60mm mortar + 2x Bazooka + transports
Platoon 3: 1x Carbine + 2x Rifle + 1x Bazooka + transports
Platoon 4: 4x Tank Destroyers (M10)
Platoon 5: 5x M3 Lee (long guns)
Platoon 6: 4x 105mm howitzer
Soviet Kazachiy Polk
This company is the exception that I mentioned in the intro. My opinion is that this list is purely an infantry killer. The big reason for this is that it Always Attacks in defensive battles (although with the current BF FAQ I believe it should just say: Always Attack). Attacking tanks on horses (or on foot) in broad daylight while being trained and deprived of any smoke screen is pure suicide in my book. This is why I would use it only vs infantry or foot mechanized (like Armored Rifles for example).
The big hitter in this list is the compulsory cavalry platoon of death. It can be loaded with a mixture of regular rifle/mg infantry, light mortars and ptrd a-t rifles. Addidionally, you can top it off with some mounted pioneers and a komissar from the HQ. This unit, infiltrated by cossack scouts, can easily launch a massed assault on turn 1, still having the advantage of quality of quantity rule (extending your assault bubble to 12" and increasing the number of hits needed to stop you in defensive fire to 10).
Even if you are forced to delay your offensive, your support can help you a lot to achieve fire superiority and suppress the enemy until your cossacks reach their positions. All you need is some guns from regimental gun companies, an artillery battalion and/or tank destruction company and maybe a medium tank unit. If you still feel light on anti-infantry firepower, you can field a 12 tube medium mortar platoon for only 150 points. When in position, it can lob so many rounds per turn that you will not even have to worry about getting an assault in.
With proper pairing choices Kazachiy will hit infantry and will hit it hard.
This is how I would field the anti-infantry Kazachiy:
Soviet Kazachiy Polk (Regular Support) Mechanised Company, from Eastern Front, page 208
HQ: 2x Cavalry Rifle + Cavalry Komissar + 4x Cavalry Pioneer Rifle
Platoon 1: 13x Cavalry Rifle/MG + 2x Cavalry light mortar
Platoon 2: 5x Rifle/MG + 1x light mortar
Platoon 3: 3x SMG scouts (Fearless Veteran)
Platoon 4: 8x Zis-4 guns + transport
Platoon 5: 6x T-34 obr 1941 or 1942
Platoon 6: 4x Zis-2 + 1x ptrd + komissar + transport
Platoon 1: 13x Cavalry Rifle/MG + 2x Cavalry light mortar
Platoon 2: 5x Rifle/MG + 1x light mortar
Platoon 3: 3x SMG scouts (Fearless Veteran)
Platoon 4: 8x Zis-4 guns + transport
Platoon 5: 6x T-34 obr 1941 or 1942
Platoon 6: 4x Zis-2 + 1x ptrd + komissar + transport
So what are your guesses as to which mech briefings would be used during ETC most often and why?
11/07/2015
Peasant army part 2 – Romanian Cavalry Battalion (Mid War)
Ok, so in the first post of the
series I mentioned my love for Romanian army. This feeling actually extends to
all periods so Mid War Romanian Cavalry is not an exception. What can be more
charming than an angry mob of mounted peasants charging at the enemy, waving their sabers?!?
J
Anyway,
enough with the bullshit. Let us talk analysis. I have already built my
favorite list and signed up for a 1650 Mid War tournament (you should be able to see the details here: Wojna Światów tournament)
. Why did I choose this list in the first place? Why not one of the other
Romanian briefings available in Eastern Front?
The
answer is: cheap infantry, mounted scouts & tons upon tons of firepower.
Since
Romanian Cavalry has no strong mobile elements (not counting mounted infantry),
I decided to go for an infantry-like approach to list building. First
of all, I upgraded all my battalion commanders with Vanator de Care – I will definitely
need that extra anti-tank capability if I go hand to hand with tanks. Then
I picked 2 strong infantry units – 13 teams each (dismounted, since It was not
realistic to paint all these cavalry stands before the tournament). Considering
that Elite rating gives me 66% chance to be veteran, my assumption is that at
least one of them will actually be vet in every game. Of course, the commanders
were upgraded to carry the Romanian version of the Panzerknacker.
My
next step was to go for some ranged anti-tank. This is where things get
interesting. The briefing allows the Romanian player to field tons of guns. So
I decided to … take all of them! J I got myself a nice German platoon of 4x Pak40s accompanied by two
Romanian companies: 6x captured 45mm obr 1937 + 12x KF 75mm cannons (which are
really a dual purpose artillery). In total, the battalion includes 22 anti-tank
gun teams! What is more, 18 of them (45mm and 75mm) are horse artillery, which
in the right circumstances (and provided I manage to paint all my carts) can increase
their mobility.
Moving
on, I had to add some offensive capacity to my force. My first choice to do
this was to include a recon element. Since I still had quite a few points left,
I managed to get a full cavalry scout platoon of 7 bases, including a Vanator
de Care upgrade.
Two
other platoons that would boost my ability to attack were: a Pz35 unit of three
tanks and a 4 tube mortar platoon for
smoke.
In
the end, my final list was:
Romanian
Cavalry PDF
Elite
(except for C/V Pak40s)
HQ
2x Cavalry Rifle/MG + 2x VdC
Platoon
1: 13x Rifle/MG + VdC
Platoon
2: 13x Rifle/MG + VdCPlatoon 3: 4x 81mm mortar
Platoon 4: 6x 45mm obr 1937 + cavalry limbers
Platoon 5: 3x T-35 (Pz35)
Platoon 6: 7x Cavalry Rifle/MG scouts + VdC
Platoon 7: 4x German Pak40
Platoon 8: 12x KF 75mm + cavalry limbers
Up
until now, I only had the chance to test it twice in Fighting Withdrawal
against an American Rifle company and British Paras. I intentionally wanted to
try this mission as it is a pain in the bottom for such a slow moving force
that also has a huge footprint. The result of this practice was more or less
satisfactory. This was mostly based on the fact that I am able to attack 2
objectives at the same time – so the enemy does not know exactly where the main
effort will be. I won both games but there were cases where I would really get
frustrated with my platoons getting pinned and just sitting there for 2 turns
in a row (even though they were confident veterans with a commander re-roll).
Also, guns did not have the time to do their job properly. I am not really
looking forward to be the attacker in this mission but now I am also a bit more
positive about it if I am forced to be one.
One overall problem with the list is that it lacks mobility. This is in fact an infantry battalion that is Always Attack vs other infantry and gets a roll-off against other mech forces. I will still stick with the original intention, but my fear is that I will have to upgrade at least one infantry company to the mounted version (and paint some more Romanians - YAY!).
Anyways,
since this is a list that I intend to visit 2016 ETC with, you will soon have more
chances to read about my ups and downs with Romanian Cavalry. Hope you will
enjoy it! J
11/04/2015
Soviet Infantry thoughts
As per usual, I will start with a general comment: my feeling towards Soviet infantry is somehow mixed. On paper, the lists seem to be very strong. Tons of infantry supported by what seem to be useful special rules and upgrades, decent guns and cheap tanks. Real data (source: tournykeeper.com) however, shows that this type of list looses around 60% of games.
My understanding (although unsupported by any facts) of the reason for this unfavourable win ratio, is the lack of a meaningful mobile anti-tank option in Soviet briefings. For sure, their tank/tank destroyer companies do not cost as much as they do for other nationalities but Hen & Chicks is almost guaranteed to get you killed against other armored units (especially veteran). There are, of course, options that do not come with H&C, but in most cases they are heavy tank units that cost a lot of points and are mainly an anti-infantry choice. Overall, this poor choice of mobile anti-tank, combined with a trained skill rating means that in most games, Strelkovy will have to hand the initiative over to the other guy completely. Any competent opponent will know that if he focuses the trained support and ignores the infantry, he will render the Reds ompletely impotent.
Also, I do not think that Soviets do so well in attack. Conscript or trained options, along with a massive footprint of their companies means that more often than not they will take a lot of casaulties while making their way towards an objective. The good part is that they have some really nice support from their guns that can help to alleviate the issue by targetting artillery, hmgs, light vehicles, etc.
In fact, building the list around these strong supporting units is, in my opinion, the key to make Soviet infantry work.
Ok, onto the details!
EW Strelkovy
I really love the Konsomolyets support options in a regular Confident Conscript Red Army briefing.
Also, unarmed HQ sappers as well as anti-tank rifles can boost the performance of your clumsy infantry blobs.
This is why the list I would try would contain:
Barbarossa ~1550 pts, Confident Conscript
HQ Rifle command + 8x unarmed sappers + ptrd a-t rifles
Platoon 1: 19x rifle
Platoon 2: 19x rifle
Platoon 3: 6x 45mm obr 1937 gun + 6x T-20 Konsomolyets
Platoon 4: 4x 76mm regimental gun + 4x T-20 Konsomolyets
Platoon 5: 10x T-26 obr 1933 or 1939
Platoon 6: 2x Zis-2 57mm gun (Fearless Conscript)
The list has a big weakness of conscript rating on the guns that one should be aware of though.
MW Strelkovy
For this period I can really only see the Fearless Trained option work. Fearless conscript might seem fun, but I think it will only be fun for the opponent...
Advantages that are rather easy to exploit are tough infantry platoons, heavy tank/tank killer support options (including the KV) and high AT guns.
Eastern Front ~1550, Fearless Trained
HQ: Rifle command + 9x pioneers
Platoon 1: 10x Rifle + komissar + 3x light mortar
Platoon 2: 10x Rifle + komissar
Platoon 3: 6x 45mm obr 1942 guns + komissar
Platoon 4: 3x SMG scouts (Fearless Veteran)
Platoon 5: 4x Zis-2 + komissar + ptrd
Platoon 6: 4x SU-85
With this list you really have to be careful about low numbers of support - it can be easily shot to death so do not take unnecessary risks.
LW Strelkovy
I think that LW Soviet infantry has by far better choices than its EW and MW cousins. First of all, It is fairly cheap but still not conscript with most of its platoons. Furthermore, it can still sport excellent support options. What is most important however, is that Berlin Digital has brought in what was most needed in those big infantry blobs - panzerfausts! I think that with their introduction, this briefing has now been made whole :)
Berlin Digital ~1550, Confident Trained
HQ: Rifle command + komissar + 5x pioneers
Platoon 1: 13x Rifle/MG + komissar + 2x panzerfaust
Platoon 2: 7x Rifle/MG + komissar + 1x panzerfaust
Platoon 3: 3x SMG scouts + panzerfaust
Platoon 4: 4x Zis-2 + 1x ptrd
Platoon 5: 5x SU-76M
Platoon 6: 4x Zis-2 + 1x ptrd
Platoon 7: Full GOW (4x 122mm howitzer + 8x 76mm Zis-3)
Platoon 8: 6x 160mm heavy mortar
This list is a special case of a briefing in which I would field artillery. The main reason for this is that it is insanely cheap compared to other template weapons! A double 4/2+ template for 175 is a real bargain and 250 for the GOW battery is also nothing to complain about (especially, that it also brings decent anti-tank or anti-gun capability to the table).
Ok, so these are my thoughts on Strelkovy lists. What are yours?
08/06/16 Update
I have run some lists with KV 85s included and I think they are pretty good tanks. The issue is: In Early War - you will not get any. In Mid War, they cost a lot and in Late War they are no longer available in Berlin.
My current favourite Late War build would be Red Bear Strelkovy then:
HQ: 2x Rifle, Komissar + 5x Pioneers
CP: 1x Command Rifle/MG + 21 Rifle/MG + Komissar + HMG
CP: 1x Command Rifle/MG + 7 Rifle/MG
WP: 3x Scouts
WP: 6x 120mm mortars + Observer
SP: 4x IS 85
SP: 4x Zis-2
11/01/2015
Peasant army part 1 - Late War Romanian Infantry
Ok, so it might seem that this is pure sarcasm, but believe me, this is currently my favorite army in Late War. I started this project when one of my gaming pals mentioned that Romanians have access to a 12 gun artillery battery. And mind you, this was back in the days when I believed artillery could actually work in infantry companies (please refer to my other articles to learn why I no longer think this is true). This particular event had a profound impact on me - I HAD to somehow become an owner of a Puscasi Battalion from Red Bear.
It was a game within a game to collect all the needed models (shame on you Battlefront!). It was a real pain in the ass to find a Battalion box, the cavalry, mortars and almost everything else apart from the guns. I spent countless hours searching for the minis online, bought some True North miniatures (even though they look crap), until I finally e-bayed most of it. Fortunately, now that I have almost everything that I need, the models look lovely (hugs and kisses Battlefront!).
With a strong base to build around, I started composing and testing some lists. First, I checked out the special rules of the army and found them to be really good. The ones that really stand out are: "Defend the Homeland" which means British bulldog for all Romanian platoons and "French Doctrine" that lets all Romanian gun and infantry platoons to dig in on a 3+, regardless of their skill rating. The one outstanding rule that provokes mixed feelings is "Peasant Army" - it makes all Romanian platoons to roll before each game to determine their skill and morale ratings (anything from Reluctant/Trained to Confident/Veteran).
As a second step, I verified the support options. They were amazing! 6 gun platoons of Pak40s or 9 gun platoons of smaller guns seemed to be a real game changer. Also, this briefing lets you field cavalry scouts - hands down the best recon in the game!
With so many these goodies available to me, all I needed was to top it off with my dream unit: an artillery battalion of Skoda 100mm guns (poor direct AT, 4/4+ bombardment, but no smoke or smoke bombardment!).
Then I started my tests. I went to several tournaments and did ok, but not brilliant. I was still unsure what was the reason for it until I finally decided to let go of the 12 gun fun factor and focus on something that is actually useful. I shuffled the units around a bit and came up with my final combination for a 1550 points army:
Axis Battalion Puscasi
Regular (33% chance to be veteran)
HQ: 2x Rifle + 2x Panzerschreck
Platoon 1: Panzerfaust SMG + 8x Rifle/MG
Platoon 2: Panzerfaust SMG + 8x Rifle/MG
Platoon 3: 4x 81mm mortars
Platoon 4: 5x German Panzer IV
Platoon 5: 9x 47mm Schneider
Platoon 6: 6x Romanian Pak40
Platoon 7: 4x 120mm mortars
Platoon 8: 4x Rifle/MG Cavalry Scouts
This army immediately clicked with my preferences. It has everything that I really need: tough infantry platoons, tons of anti-tank that can also be used to dig out stubborn guns or infantry, a strong, flexible and mobile unit in the form of Panzer IVs, smoke, a heavy mortar template that forces the enemy to spread out a bit and insane scouts.
If it was not for the random skill ratings, I would say that this is probably the best infantry force in the game. But rolls can unfortunately go against you and force you to re-assess your battle plan right after you deployed all of your units, which can be a bit harsh sometimes :(
In any case, I love my Romanians with all their pros and cons and for the upcoming Mid War tournament I intend to build and test a Romanian Cavalry list. More on that later - stay tuned :)
Have you ever had any good experience with Romanians (no matter on which part of the proverbial stick you ended up)? Feel free to share in the comments below! :)
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