300 AP tournament level Axis list

By Denied, in Dust Warfare

Hey all so here is a list I am working on building for the tournament level 300AP.

Axis 300 point list:

Platoon 1: Markus

Command/Hero: Markus -24
1st Section: Axis Gorillas- 24

Platoon 2: Blutkreuz

Command: Strumpioniere- 25
1st Section: Axis Zombies – 19
2nd Section: Heavy Flak Grenadiers- 26
3rd Section: Axis Zombies- 19
4th Section: Axis Zombies-19
Support: Sniper Grenadier Team -12
Support: Sniper Grenadier Team- 12
Support: HPW VI-B “Sturmkonig” -90
Hero: Angela – 30

Total: 300 on the dot

The Idea is that it will be good for laying down a lot of suppressing fire so the mass amount of fast Panzer fist wielding jackoffs should be able to get in close and tear things up. I built it with the idea that the SSU are coming and with them come the flyers so I wanted some good anti flyer in their as well. I fear running into a strong Allies list though with heavy tanks because the best thing I can do against them is get my Monkeys and Zombies in their face to rip them apart.

What do people think?

My only real concern with that list is that you may have trouble dealing with a air drop list espcially if they field a full red devils platoon as they will ignore armor saves and tear through your cc units if they are caught in the open.

Dakkon426 said:

My only real concern with that list is that you may have trouble dealing with a air drop list espcially if they field a full red devils platoon as they will ignore armor saves and tear through your cc units if they are caught in the open.

That could be said about any army list though. There are no "Anti air drop units" in the game, its just about positioning and play. I mean Angela and the two sniper teams eat up Red Devils. If they want to drop in on the board I will kill an entire unit (no armor or cover saves allowed from snipers) before it does Jack. They are better off trying to Jump that way they can get shots off before I kill them.

Remember a unit airdropping in does not get to act on that turn. The one "trick" to getting around it would be putting them into the Allie Heavy Walker Transport and airdrop that then they get out (expending an action) and get to shoot. As long as you position well, which you will because you know they are air dropping, you can negate them getting close enough to your special units and instead you sacrifice a zombie squad to pop them with Snipers after.

What do you use the ape for? Why not more of the good Zombie Stuff?

Here is a version of Your List, which might be an Improvement:

AXXIS 299

1st Platoon
Blutkreuz Platoon

Command section
Manfred 15


1st Section
Zombies 19

2nd Section
Battle Granades 17


3rd Section
Zombies 19

4th Section
Zombies 19

Support Unit
Sniper 12
Heinrich 20





2nd Platoon
Blutkreuz Platoon

Command section
Sturmpioniere 25
Improved Command 5

1st Section
Zombies 19

2nd Section
Battle Grenadiers 17

3rd Section
Zombies 19

4th Section
Zombies 19

Support Unit
Sniper 12
Heinrich 20

Additional Support
Sniper 12


Heroes
Angela 30

How it is supposed to work: You got 3 Sniper, Angela und two Heinrichs. They have a range of 30 to 36" and you use them to suppress the enemies movement.especially guys with rocket punch. As soon as your Zombies are ready to charge you supress their targets to deny them a reaction (2 suppresion markers needed).

Due to the high unit count, you will have loads of orders per round. Thus you can shoot your support in the command phase AND in the unit phase. Your enemy will get really stuck.

Your main weapon are the 6 units of Zombies. They will rip Walkers and troops to shred alike. Fear the BBQ and the Hammers. Try to evade them or seriously decimate them before combat whenever you can spare a shot with your snipers. Ignore heavy walkers as good as you can with your zombies. They need too much attention. Evade if you can.

You need to hold your command back, to have them order the snipers/Heinrichs. Battle Grenadiers should support where needed. You should keep the Zombies max 12" apart, so you can retaliat if one unit gets stuck.

My 50 cent :-)

I like where you mind is sir. I wanted the Apes because its a beefy unit remember Markus has 6 wounds so with the apes its a 9 wound unit that can move the full 18" and still swing.

Overall I am a bigger fan of the Zombies +Sniper team combo, looking to the future and Air units with the SSU I think anti air is going to be a must in this game hence the Sturm cause I have no idea how strong or resilient the Air units would be and the Strum is the best anti air in the game as well as being decent at handling light walkers and great for anit infantry.

Overall I agree there are areas to be tested and tweaked, but I think the Apes +Markus is scary enough to make people focus them instead of the Zombies which means more zombies left alive and yes Angela Strum and Snipers all hanging out throwing out suppression fire to keep the zombies and apes from getting chewed up by reactions.

Plus the apes can take orders anywhere and Markus can be up front issuing orders to the zombies as well.

Both of those look like a lot of fun. I lean slightly towards Dened's list being a better all-comers once the choppers start swooping around. Even now, I like it, because all my opponents have started to channel their inner Charleton Heston whenever they see Markus on the table, "Those **** dirty apes!" gets said a lot around here these days, and I find my opponents are overly focussing on them to their detriment as I sneak around with other stuff or lure their anti-ape units out into Angela's crosshairs. demonio.gif

Range 12, units airdrop 12' away… why would they do that next to a CC unit that would tear them up next turn?

Azrell said:

Range 12, units airdrop 12' away… why would they do that next to a CC unit that would tear them up next turn?

They could be in a fireball air drop in with the rear just outside of 12" then deploy out in the 12" range and shoot, but hey will only kill one unit before getting annihilated by axis units and you could only really do it with one unit.