Maybe those Gurkha squads were made small so they could ride in the Bren carriers? (I don't play British so I don't know how many troops one can carry.) My experience is very limited - I've played a couple of 2nd edition games, still waiting for 3rd edition book. At any rate, when I see a 5 man squad with a light machine gun, I don't think "infantry squad" but rather "machine gun team - reinforced". That's why they were in my lists, anyway. It's the Version Two mentality that MG teams are worthless since the team can be taken out with a single shot, but by putting an LMG is a five man squad you have those extra men as "security" (extra shots from rifles, plus canon fodder to keep the lmg firing) I understand the idea of cost per shot - this was playing Germans with the extra shot, and some squads were allowed to have two LMG's. So my plan was to have an officer close to two small squads manning four LMGs. With a snap-to order I could then send 22 (or more) shots downrange. As I said, I have almost no experience, but I wonder if this is a valid thing for the third edition, too. Obviously, I suck at math, and don't do tournament play.
People are debating in the local meta 75pts and saying no tanks to try and make the anti tank paper rock scissors a whiff, vs the 105+ for the few vehicles but that gives them a target for their designated anti tank. As someone who has ran the zis3 they are so so vulnerable to the moarters that are just everywhere.
Maybe those Gurkha squads were made small so they could ride in the Bren carriers? (I don't play British so I don't know how many troops one can carry.)
My experience is very limited - I've played a couple of 2nd edition games, still waiting for 3rd edition book. At any rate, when I see a 5 man squad with a light machine gun, I don't think "infantry squad" but rather "machine gun team - reinforced". That's why they were in my lists, anyway. It's the Version Two mentality that MG teams are worthless since the team can be taken out with a single shot, but by putting an LMG is a five man squad you have those extra men as "security" (extra shots from rifles, plus canon fodder to keep the lmg firing) I understand the idea of cost per shot - this was playing Germans with the extra shot, and some squads were allowed to have two LMG's. So my plan was to have an officer close to two small squads manning four LMGs. With a snap-to order I could then send 22 (or more) shots downrange. As I said, I have almost no experience, but I wonder if this is a valid thing for the third edition, too.
Obviously, I suck at math, and don't do tournament play.
Just a point. In the first list review, both medium at are zis3, so they are
light howitzers too, not just blocking an avenue. Cheers
good point yeah, I missed that
People are debating in the local meta 75pts and saying no tanks to try and make the anti tank paper rock scissors a whiff, vs the 105+ for the few vehicles but that gives them a target for their designated anti tank. As someone who has ran the zis3 they are so so vulnerable to the moarters that are just everywhere.
Go 2 Scout Squads and 2 LMG units.
Never Fired SMOKE. Is it worth it?
Could be worth a Video Bo.
1 At ist mostly enough.