Yes getting ready for our local game group tournament and deciding on either Soviets or Germans. Tried my Soviets twice and now thinking of doing Germans with a 1000 points and a max of 12 order dice for the tournament. The 2 units I am thinking of for the Germans is my SD Kfz 251/21 Drilling and then the Panzer- Zestorer Truppen (Road to Berlin pg 110) For 137 points veteran with 7 men and adding 3 Panzerschreck teams for another 60 points is a very big threat to any vehicle that thinks of showing itself and in range to them. But my loadout is going to be 2 Schrek teams a single man with a Panzerfaust/SMG and the NCO and last with SMG's with AT grenades. And when you compare that a vet Panzerschrek team is 104 points it is almost getting 3 teams for the price of 2. And having a few men with SMG's sort of makes a soft anti assault and infantry ability that the AT teams lack. I'm going to ask if I can use it if not then I got other options that I can use. The only thing I am not sure of for them is split firing as I only seen this unit used twice on UA-cam and both times I seen the player open up with hellfire on the poor Sherman and M-3 halftrack with all shots going into them. ( 1 Schrek team and 2 Faust) and the other was just 2 Schrek teams. The Drilling really is a cheap mans Wirbelwind with the only thing it gives up is a fourth light Autocannon and bow MG but it is 100 points cheaper and a DV of 7 for the 251 over the DV 9 for the Wirbelwind. The major hang up for me is do I want a 2nd LT or 1st LT as snap to might prove the deciding factor on a few games.
I love using 'snap to', when I see that I can tip part of the field in my favour or really nerf that key enemy unit in one go. Having 3 units jump one enemy squad or spread pins to ensure minimum 2 pins on enemy units near by is just great. I have been using a 3 man inexperienced 1st Lieutenant in my games and using terrain and friendly units to block or disrupt LOS the lack of them being a small team ( so no -1 to hit them) doesn't bother me, and I've a nice little combat unit with the officer which makes 'Snap to' more effective (all 3 minis have an SMG)
Good point about the ARs is the assault squad, 4 points saved if using smgs instead. I'm wondering if they were points fillers - damn! one point short of a faust, I know upgrade the smgs :) and boom 1k points on the nose! :) The grenadier squads are the same as my go-to load out and they are OK. I have tinkered with all rifle squads teamed the classic twin lmg vet squad. I now know about the lmg team so more changes.
Yes getting ready for our local game group tournament and deciding on either Soviets or Germans. Tried my Soviets twice and now thinking of doing Germans with a 1000 points and a max of 12 order dice for the tournament. The 2 units I am thinking of for the Germans is my SD Kfz 251/21 Drilling and then the Panzer- Zestorer Truppen (Road to Berlin pg 110) For 137 points veteran with 7 men and adding 3 Panzerschreck teams for another 60 points is a very big threat to any vehicle that thinks of showing itself and in range to them. But my loadout is going to be 2 Schrek teams a single man with a Panzerfaust/SMG and the NCO and last with SMG's with AT grenades. And when you compare that a vet Panzerschrek team is 104 points it is almost getting 3 teams for the price of 2. And having a few men with SMG's sort of makes a soft anti assault and infantry ability that the AT teams lack. I'm going to ask if I can use it if not then I got other options that I can use.
The only thing I am not sure of for them is split firing as I only seen this unit used twice on UA-cam and both times I seen the player open up with hellfire on the poor Sherman and M-3 halftrack with all shots going into them. ( 1 Schrek team and 2 Faust) and the other was just 2 Schrek teams. The Drilling really is a cheap mans Wirbelwind with the only thing it gives up is a fourth light Autocannon and bow MG but it is 100 points cheaper and a DV of 7 for the 251 over the DV 9 for the Wirbelwind.
The major hang up for me is do I want a 2nd LT or 1st LT as snap to might prove the deciding factor on a few games.
I love using 'snap to', when I see that I can tip part of the field in my favour or really nerf that key enemy unit in one go. Having 3 units jump one enemy squad or spread pins to ensure minimum 2 pins on enemy units near by is just great. I have been using a 3 man inexperienced 1st Lieutenant in my games and using terrain and friendly units to block or disrupt LOS the lack of them being a small team ( so no -1 to hit them) doesn't bother me, and I've a nice little combat unit with the officer which makes 'Snap to' more effective (all 3 minis have an SMG)
And with Germans having the extra order dice for Snap to its even more fun, although yes you cant take an inexperienced officer
Good point about the ARs is the assault squad, 4 points saved if using smgs instead. I'm wondering if they were points fillers - damn! one point short of a faust, I know upgrade the smgs :) and boom 1k points on the nose! :) The grenadier squads are the same as my go-to load out and they are OK. I have tinkered with all rifle squads teamed the classic twin lmg vet squad. I now know about the lmg team so more changes.