350pts - Axis - Panzergloves to the face

By the smeer, in Dust Warfare

In a different thread i started thinking about a way to do a powerfull CC-army, but with good flexibility and mission scoring capabilities.

And for 350pts i came up with this.

Axis 350pts

Sturmgrenadiere platoon:

command: Kommandotruppe

1st: Battle grenadiers

2nd: Gorrilas

Support: Ludwig

Additional support: Sniper

Platoon order: Blitzkrieg (usable on units from Sturmgrenadiere Platoon only)

Schwer Platoon:

command: Lara

1st: Heavy Laser Grenadiers (Lara joins this unit)

support: none

Platoon order: Take Charge (usable on all units within 12")

BlutKreuz platoon:

command: Sturmpioniere

1st: Zombies + Grenadier X

3th: Gorrilas + Markus

4th: Zombies

Support: Heinrich

Additional support: Sniper

Platoon upgrade: -

Platoon order: Wiederbelebungsserum Failsafe (usable on all units within the force able to receive commands)

346pts total

I haven't played that list yet so it's still theoretic, but i'll explain the choices.

The idea of this list was to be able to have a very strong and fast CC-element, that can be in your oponents face really quick and in force.

To get 4 CC-units (and crucial long range fire support) we need 3 CC-units from the Blutzkreuz Platoon and 1 CC-unit from either the Sturmgrenadier platoon or from the Schwerplatoon.

The Sturmgrenadiere platoon works better in this list as this enable you to use Blitzkrieg on the Gorillas giving it a crucial 21" threat range.

The Blutzkreuz platoon provides the Gorillas + Markus (21" threat range) and Zombies + Grenadier X (21" threat range).

Albeit more indirect then the Gorillas, a unit of zombies with Grenadier X is a real long range close combat threat.

If you have initiative use the unit phase to march move + fast using Grenadier X's assault skill, that is 12+6 = 18" and your opponent can only react to the start of the movement. In the opponents unit phase react to the unit with 3" with a (CC) attack reaction.

In a turn were you don't have initiative, in the unit phase you use march move + fast using Grenadier X's assault skill, that is 12+6 = 18" and your opponent can only react to the start of the movement. If in the next turn you get initiative you can attack a unit within 3", and if you don't get initiative you can react to any unit with 3" with a (CC) attack reaction.

The unit is stil vulnarable to enemy shooting of other units, but with Grenadier X the unit has DC 9, is Damage Resiliant and can't be suppressed, so will need a lot of firepower to take out.

So this gives us 3 CC-units with a 21" threat range which will be backed up with a 4th CC-unit marching 18" putting extra pressure on the opponent.

At this point i had not yet deceided on either Gorillas or Zombies yet, so first the rest of the list.

To make the list legal we need some mandatory units, enter the Kommandotruppe and Battlegrenadiers for the SturmPlatoon and Sturmpioniere for the Blutkreuz Platoon. Even though these units are mandatory it's no crime to take them as they are very usefull, able to give orders, platoon special orders, use the medic and mechanic skill.

Wiederbelebungsserum failsafe can be used on all units in the force (not just the Blutkreuz platoon) that are not Zombies, it can even be used on the apes. And yes this order is situational at best it can be a real bonus to get the extra zombies.

Blitzkrieg you'll mainly want to use for the Gorillas but can be used on other units in the platoon.

I think it's best to place the Ludwig in this platoon rather than the Heinrich. This way you have the option to use Blitzkrieg to reposition the Luther and use sustained attack against an enemy walker. The Heinrich does not neccesarily need this option as it's main function is to suppress infaantry units, any damage it does is a bonus.

These 3 units can also anchor the back/midfield or go for objectives, depending on the mission objectives

Add in Heavy Laser Grenadiers + Lara who when positioned in midfield in cover, are very durable and can threaten everything from infantry up to Heavy Walkers. Even an airdropping Fireball will have to think if it wants to come into reaction range of them. gui%C3%B1o.gif

They can also provide the Take Charge order to the few units in the army not immune to suppression, making Off Target Shelling a good condition.

Now the rest of the list.

The CC-units need long range support and the Luther provides dependable anti-armour capability and if needs be can also be used to suppress units.

The Heinrich is a cheap, long range unit perfect for supporting the manouverable units from a distance.

Now a big chunk of the 350 points are gone, but if we take a unit of zombies as the 4th CC-unit there are enough points left for 2 sniper units.

The snipers can be used to damage/ suppress severall units or can be combined to target a unit that is a big threat to your CC-element.

The total force has 4 fast hardhitting though units that can put a lot of pressure on the opponents doorstep. It also has a flexible core of infantry incuding one durable scary anti-armour (and infantry) with Lara+HLG. Backed up with 2 snipers and 2 long rang Panzer able to reach almost everywhere on the board.

The resulting force can be very aggressive, but i think is well rounded enough to be able to achieve all mission objectives and never have any results on the Battle Builder that it's not able to cope with (as you also got a say in that).

I haven't tried this list yet because i still need the Gorillas and Zombies, but i'd love to test this it out.

What do you guys make of it?

PS- Apologies for the big overlap with a previous post of mine in another thread, but i wanted to scale it up to 350pts to add Lara+HLG for serious flexibility and although i didnt want to hijack that thread i was still curious what other people thought of the idea.lengua.gif