domingo, 24 de febrero de 2019

V Walküre League - 2nd Row Lists #2 - Panzerkanone


Esta es la segunda entrega de las fuerzas participantes en la segunda vuelta de nuestra V Liga Walküre. ¡Adelante!

This is the second installment of our V Walküre League forces, 2nd Row. Vor!


  • Player #2: Panzerkanone



StuG Batterie, 280. Sturmgeschützbrigade [Bridge by Bridge]  - 1740p, 8 Platoons


Confident Veteran

Combat
HQ
    StuG III Ausf. G ....................................................................=95p
Assault Gun Platoon
    3x StuG III Ausf. G ..............................................................=285p
Assault Howitzer Platoon
    3x StuH 42 ..........................................................................=285p
Assault Gun Platoon
    3x StuG III Ausf. G ..............................................................=285p

Support
Fallschirmjäger Platoon [Fearless Veteran, Ally]
    2x Squads + 10p (Panzerfaust) ...........................................=195p
Fallschirmjäger Platoon [Fearless Veteran, Ally]
    2x Squads + 10p (Panzerfaust) ...........................................=195p
SS Scout Platoon [Fearless Veteran, Ally]
    2x Squads ............................................................................=115p
Motorised SS Artillery Battery [Fearless Veteran, Ally]
    3x 10.5cm leFH 18 ...............................................................=180p
Heavy Anti-Aircraft Gun Battery [Reluctant Trained, Ally]
    2x FlaK 36 +10p (Gun Shields) +5p (Transports) ................=105p


Sobre el papel esta compañía, con 8 pelotones de armas combinadas, es un rival formidable, pero si la revisamos cuidadosamente veremos que ese número se ha alcanzado a base de adelgazar pelotones clave. Las unidades de 3 StuG no soportan bien las bajas, y la infantería a pie difícilmente va a poder seguir el ritmo de los carros.


In theory, this Company, with 8 combined weapons platoons, is a formidable opponent, but if we look it twice we will realize that that number was reached by thinning key units. 3-StuG Platoons absorb casualties poorly, and the infantry on foot will hardly be able to follow tanks' pace.




Tank Company, Guards Armoured Division [Overlord]  - 1745p, 10 Platoons


Confident Trained

Combat
HQ
    2x Sherman V ......................................................................=135p
> Armoured Platoon
    3x Sherman V + Firefly VC ..................................................=285p
Armoured Platoon
    3x Sherman V + Firefly VC ..................................................=285p
Armoured Platoon
    3x Sherman V + Firefly VC ..................................................=285p

Weapons
Armoured Regimental Recce Platoon
    3x Stuart VI ..........................................................................=120p

Support
Scout Platoon
    2x Carrier Patrols +30p (3x .50cal) ......................................=185p
Lorried Rifle Platoon
    Full +5p (Trucks) ..................................................................=155p
Breaching Group
    Sherman V + 2x Sherman Crab +40p (AVRE Section) .......=155p
Field Battery, Royal Artillery
     4x OQF 25 pdr ....................................................................=140p


Esta otra lista es más novedosa. 10 pelotones para una Compañía atacante es un poco demasiado. La decisión de meter el Breaching Group para ganar el Always Attack se diluye al tener que empezar con los 2 pelotones obligatoriamente (excepto en misiones con Mobile Reserves). Los roles secundarios repetidos (recce) drenan puntos que podrían haber sido mejor invertidos en mejorar los principales.


This other list is fresher. 10 squads for an attacking company is... a bit too much. Fielding the Breaching Group to win "Always Attack" could be counterproductive because you MUST begin the game with those 2 weak squads on the table (except in missions with Mobile Reserves). Repeated secondary roles (recce) drain points that could have been better spent on improving the main ones.

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