Bob's Black Bulls 11th Armoured Division.
Upping the game
Having played the 1st game am now looking at expanding it upo 100pts
On my Birthday 14th Sept ( just 1st free weekend as Sept is heavy with Birthdays plus post pub visit can be arranged) planning a games day, using table layout to do various Clash of Steel Games, and maybe Stargrave final game. Will up it to 75pts a side. Also will return to standard Initiative to get people used to rules before phaffing with it.
But will be trying a 100 p solo game game , sticking with everyone vs Soviets, starting with re-equipped German force, facing a revised Soviet Force
The thinking on the Soviets based on partly the narrative from Army guides and 1st game Experience.
Firstly let’s try and Improve the Soviets Range, and Penetration, so more ISU130’S and T54’s.
Command
1x T54-1 4 pts
Command Skill
Major Lightning 3pts
Core Units
6 xT54-1 company 19 pts
5 xT54-1 Company 16 pts
5x ISU-130 Battery 15pts
5x ISU-130 Battery 15pts
6x IS-3 Company 20pts
Support
5x SU100 Battery 8 pts
100 pts
The skill allows a role for 2nd movement of units within command range.
This selection should give a bit more punch but also allow them retain there mobility.
German
Command
2x Panther 8.8cm 22pts
Skill Resourceful 3pts
Core Units
3x Panther 8.8 cm 18 pts
4x Panther 7.5cm 14 pts
3x Jagdtiger 30pts
Support
3x Jagdpanther 13 pts
100pts
You will notice a marked lack of Maus, they suck up a lot of pts but still only have one bang stick.
I decided I needed more than better to stop being Swamped.
It is very Panther orientated, the 8.8 version gives me same bang as the King Tiger, but with Superior Mobilty plus Accurate.
The Command Skill makes him Concealed if not moving, even if out in open.
Be interesting to see if it works as it Germans with 15 tanks vs Soviets with 33 , so over 2 to 1 numbers can German superior tech overcome Soviet numbers, the age old question .
For those who want a close up of new 88 Panthers.
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