Quote:
Originally Posted by gila
Quote:
Originally Posted by PanzerBob
I'm willing to bet he's playing as the Germans and the hordes are the Poles.  The last time I played this one. To start, (2000 some odd points IIRC)I had a Coy of Recce, 2Coys of Motorized Infantry (trucks) and a Coy of Panzers with some AAA and 3 Bttys of 10.5cm Guns. Infantry and HE (through MG's, Tanks and Arty) are the key here. IMHO
Bob out 
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Yea,the poles are tough and wreak havoc with their AT squads that seem to pop from nowhere.
My problem was starting a campaign as US side,
I understand the differences, i should have made that clear.
I started with a core of 1500.
I started current campaign with,
9 fighting patrols(with halftracks)
1 Co.of stuarts
1 platoon of grants
1 platoon of armed infantry (mobile)
and platoon of spa.
is this a good starting core force?
Thanks for your advice 
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I'll assume that you are starting vs the Nazis in Operation Torch, end of 42.
Stuarts were cannon fodder for the Nazis when introduced in UK service in 11/41. By now the Germans have lots of 50L60 and 75mm armed vehicles, not the 50mm L42 of 1941. Avoid in big open desert type terrain, like N Africa.
The Grant/Lee is just about viable at this point. However, you have access to the Sherman, which for a very brief period was a quite competitive tank against the panzer 3s with L60 50mm. (10/42 to about middle of 43). Buy Shermans!. Shermans will dominate the P3s at 500-1000 metres, you can sit still and let them come to you, if you plink any panzer 4 specials (long 75) first - you can drive through the 50mm front turret armour at over a Km. However, stugs with their class 8 frontal armour and long 75 are dangerous - run away and try for flank shots.
(Aside - me likes these stug thingys in 42/43 when playing as Gerry

!)
Your tank destroyers are carp, till the m10 arrives in early 1943. Fargos and half tracks are kill rings for the German tanks. US towed ATG are not worth having.
9 teams of mech scouts??!! - suggest one(1) at the most per company HQ fielded.
Suggest: (1500 points, USA 11/43 N Africa)
HQ
Leg FOO
105mm battery (off map)
1 Inf coy (garands)
+ 1 medium tank section (M4)
1 Inf coy (Garands)
+ 1 Medium Tank section (M4)
1 Medium tank Platoon (M4)
leaves about 30 points to buy something like a scout, or a sniper.
Operate the 2 leg coys with their attached (use the HQ menu to attach each section to a rifle co HQ in battle 1 deployment) medium tank section always together as a lump. Use the 5 tank platoon as your manoeuvre element.
With only 2 company teams, operate against 2 objective clusters close to each other, and leave the third for later and only if casualties permit.
Buy some support ammo carriers to feed your 60mm mortars in the early battles, and maybe trucks to move them forwards (short range). Consider upgrading to 81mm when spare points allow - for the range. When attacking, then buy support half track units, one or 2 such per rifle coy will do to shuttle the platoons forwards in relays.
When you get enough points, and it is 1/43 then buy a section of 2 M10 GMC as supports for each rifle co group (or upgrade the 2 tank close support medium tank sections). You will appreciate the 76mm gun should the Nazis field some Tigers against you in Tunisia. M10 double plus good piece of kit, provided you keep clear of arty fire (open lid)!. Get some bazookas as soon as you can too (3/43). Maybe then think about a mech infantry platoon to join up with the tank platoon later in 43 to give a balanced mobile force. Get the 76mm Shermans as soon as available. M10 to 90mm when available, maybe to pershing for the final push into Germany proper.
Keep saving up points till you can afford your third company - a Sherman company (pure) probably, or a mech inf/tank coy team if so desired. I find the one mech inf platoon enough myself though. Use as a mobile reserve when defending.
AAA - The Germans will not be bringing significant air strikes in for the rest of the war. The mounted 50 cals that almost all your vehicles carry may well suffice against any nuisance raids.
Arty - the USA was
big on arty, so get another 105mm (on or off map) bty, you can justify one battery per company HQ + 1 for the bn HQ in this core!. When attacking, buy 155mm support (they will mangle the tigers just fine). SOP for any Tiger sighting - immediately assign all tubes and keep repeating the dosage till the tiger problem is reduced to individual rivets and bolts. In your start period, treat the panzer 4 specials and any long 75 stugs as for tigers i.e. arty magnets.
Cheers
Andy