View unanswered posts | View active topics It is currently Sat Jun 24, 2017 4:24 am




Reply to topic  [ 6 posts ] 
1650 v4 US ARP - first try at an V4-list. 
Author Message
Private

Joined: Tue Jun 17, 2014 11:36 am
Posts: 21
Hi guys

I've made my first v4 list. It is somewhat limited by what models I own and not aiming for min-maxing. However, hit it with everything you would do to make it more fun or more effective (minmaxing if you want to).

The list in Forces

Offtopic :
The thoughts behind it:
ARPs with max .50 cals and a 37mm. A highly flexible and mobile bunch of infantry. Primary objective defense and assault teams. Lots of .50 cals.
57mm ATG. AT and got a boost even though they were good before.
Armored Mortars. Smoke and template for digging out infantry. Direct fire ability in a pinch. Can move up and get LoS by itself.
Scotts: Template. Can move up and get LoS by itself.
M10 TDs. A recon unit and mobile AT. Not the best choice but I like it and I think additional AT is needed. TA1 for when it needs to chip in with a last-chance assault.
Sherman Crabs. Direct Smoke and halfway decent AT. Cheap as chips and not with the "never-in-reserve" rule the limits the British version.
AOP - The arty doesnt come with an observer, so it's really just an addon.


Lacks? AA apart from .50 cals and a solid tank option.

The idea is a flexible force that can both attack and defend. A proper combined arms approach. Any thoughts?


Thu Mar 30, 2017 10:44 am
Profile
Captain
User avatar

Joined: Thu Oct 20, 2011 9:45 pm
Posts: 3817
Location: Fortress Knox
Being Veteran will help a lot in V4. Armored Mortars and Scotts will be great.

Looks like you have all right tools. I guess AAA could be a concern in an open setting, but against historical opponents not so much.


Thu Mar 30, 2017 1:21 pm
Profile WWW
Private First Class

Joined: Sun Sep 29, 2013 6:13 am
Posts: 62
Location: Fresno, CA
For v4, I have quite worrying about lack of AA. The odds of bringing down an aircraft are too high for me to worry about.
5+ to hit
3+ save
FP

Way to many shots needed for any reasonable chance to kill a plane and takes time to resolve. In a timed tourney, that time is generaly better spent elsewhere to avoid a timeout and a loss.


Sun Apr 02, 2017 4:48 pm
Profile
Private

Joined: Fri Jul 15, 2016 5:36 pm
Posts: 13
But as it appears that people seem to like the soviets aircraft, I will bring AA to roll dice and "waste" time in hopes for a time out. Thanks for pointing out a strategy for dealing with the soviet planes.


Tue Apr 04, 2017 4:34 pm
Profile
Technical Sergeant
User avatar

Joined: Mon Jan 30, 2012 6:57 am
Posts: 1544
Location: Fort Collins, CO
There are no time outs anymore. You'll get the losers points column.

_________________
http://moveshootassault.blogspot.com/
https://sites.google.com/site/miniaturemachinations/


Tue Apr 04, 2017 4:39 pm
Profile WWW
Private First Class

Joined: Sun Sep 29, 2013 6:13 am
Posts: 62
Location: Fresno, CA
Getting rid of time out wins for most all of the missions made v4 worth it, warts and all.


Wed Apr 05, 2017 4:35 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

34,783,397 Views Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software for PTF.
Karma functions powered by Karma MOD © 2007, 2009 m157y