Different Platoons

By The Lord2, in Dust Warfare

Hey All, I'm new to DT/DW and looking for some help coming up with some different platoons. I have 1 of each of every model of the Allies. Can anyone help with some examples. I appreciate any help I can get. Thanx.

Here are some lists that I have used so far. It is not all the different lists that I have used but they are all lists that have been used in games. I have sheets of paper with discarded lists all over the place in my gaming area and I picked up a list from 200, 300, 400, and 500 point games.

200 points-1 platoon

Combat Platoon

Command section: The Boss

1st section: The Gunners with upgrade bazooka

2nd section: The Hammers

3rd section: Tank Busters

4th section: Death Dealers

Support: Pounder, Blackhawk

Platoon upgrade: Air drop (Tank Busters)

=198 AP

300 points- 2 platoons

Combat Platoon

command: The Boss

1st: BBQ squad

2nd: The Gunners with bazooka upgrade

3rd: Death Dealers

Support: Steel Rain, Blackhawk

Platoon upgrade: air drop (BBQ squad)

Elite Platoon

Command: Corps Officers

1st: The Hammers

2nd: Tank Busters

Support: Pounder

Platoon upgrade: air drop (Tank Busters)

=299 AP

400 points-3 platoons

Combat Platoon

Command: The Boss

1st: Death Dealers

2nd: Gunners

4th Red Devils

Support: Steel Rain, Blackhawk

Elite Platoon

Command: Corps Officers

1st section: The Hammers + Rhino

2nd section: Tank Busters + Action Jackson

Support: Pounder

Platoon upgrade: Aiir drop (Hammers + Rhino)

Assault Platoon

Command: Hell Boys

1st: BBQ squad

Platoon upgrade: Air drop (BBQ squad)

=399 AP

500 points- 3 platoons

Combat Platoon

Command: The Boss

1st: death dealers

2nd: Gunners

4th: Red Devils

Support: Steel Rain, Blackhawk

Elite Platoon

Command: Corps Officers

1st: Hammers + Rhino

2nd: Tank Busters + Action Jackson

Support: Pounder

Platoon upgrade: Air drop (Hammers + Rhino)

Assault Platoon

Command: Hell Boys

1st: BBQ squad

2nd Recon Boys

Support: Fireball

Platoon upgrade: Air drop (Fireball + BBQ squad)

=500 AP

Initially when I paired Jackson with the Tank Busters instead of the devils, it was simply to get the air drop ability for the Busters and was then going to leave that squad but it made no sense to do so. By leaving Jackson with the Tank Busters it now gave me two different tank hunting units that would negate armour rolls. The devils were deadly enough to soldier and tanks without Jackson, and by adding Jackson to the Tank Busters they now became a threat to soldiers and were obscene against tanks.

Thanx, I appreciate the help.

I don't think you can pair Action Jackson with the Tank Busters because he only has a movement of 6", and they have a movement of 12". Unless there's been a FAQ change to Action Jackson and the Red Devils' movement speed.

pg 59 of the Rulebook "A Hero may only join units that have the same Movement and armor classification as the Hero."

Here are my current plans for a 300pt Allied army.

Platoon 1: Combat Platoon

Command Unit: The Boss (25 ap)

Section 1: Hell Boys + The Priest (44 ap)

Section 2: Death Dealers (20 ap)

Section 3: Crack Shots (12 ap)

Support 1: Blackhawk (25 ap)

Support 2: 13 Foxtrot (8 ap)

Upgrade: Additional Resources (10 ap)

Platoon 2: Elite Platoon

Command Unit: Rhino (22 ap)

Section 1: The Hammers (28 ap)

Section 2: Tank Busters (35 ap)

Section 3: Grim Reapers (30 ap)

Support 1: Mickey (35 ap)

Upgrade: Air Drop (to Mickey) (5 ap)

Total AP: 299

LoTech said:

I don't think you can pair Action Jackson with the Tank Busters because he only has a movement of 6", and they have a movement of 12". Unless there's been a FAQ change to Action Jackson and the Red Devils' movement speed.

pg 59 of the Rulebook "A Hero may only join units that have the same Movement and armor classification as the Hero."

Here are my current plans for a 300pt Allied army.

Platoon 1: Combat Platoon

Command Unit: The Boss (25 ap)

Section 1: Hell Boys + The Priest (44 ap)

Section 2: Death Dealers (20 ap)

Section 3: Crack Shots (12 ap)

Support 1: Blackhawk (25 ap)

Support 2: 13 Foxtrot (8 ap)

Upgrade: Additional Resources (10 ap)

Platoon 2: Elite Platoon

Command Unit: Rhino (22 ap)

Section 1: The Hammers (28 ap)

Section 2: Tank Busters (35 ap)

Section 3: Grim Reapers (30 ap)

Support 1: Mickey (35 ap)

Upgrade: Air Drop (to Mickey) (5 ap)

Total AP: 299

There has been errata, ozz and rhino should have 12" moves jackson's is correct at 6". Jackson can only attach to the red devils as of the core rulebook.

You are right. I totally overlooked the movement part. I knew they could only join the same armour class but I guess I totally overlooked the movemnt part of it. Good catch. Oh well, I guess Jackson will join the Corps officers instead (he doesn't only have to join the devils, the Corps officers are an option as well with soldier 3 and move 6) or stay with the devils depending on the list/ situation. I kind of like the idea of joining with the Corps officers though as they would be deadly against soldiers and armour and within 6" would negate cover and armour. Yes, please! And they would have the wounds and armour to live through the initial air drop especially since soo many other things are air dropping and will demand attention as well. Plus, then they will be in a position to support the other air dropper units that are across the table early with commands and medic support. Yes, I do believe that I like that idea. Nasty!

Strombole said:

You are right. I totally overlooked the movement part. I knew they could only join the same armour class but I guess I totally overlooked the movemnt part of it. Good catch. Oh well, I guess Jackson will join the Corps officers instead (he doesn't only have to join the devils, the Corps officers are an option as well with soldier 3 and move 6) or stay with the devils depending on the list/ situation. I kind of like the idea of joining with the Corps officers though as they would be deadly against soldiers and armour and within 6" would negate cover and armour. Yes, please! And they would have the wounds and armour to live through the initial air drop especially since soo many other things are air dropping and will demand attention as well. Plus, then they will be in a position to support the other air dropper units that are across the table early with commands and medic support. Yes, I do believe that I like that idea. Nasty!

That does sound like a great matchup. I'll have to give that a try once I get the Corps officers.

Another question on building platoons.

I was re-reading the Allies platoon makeup and it doesn't actually look like the Hellboys (Ranger Attack Squad) are legal in any spot except leading an Assault Platoon. The command section of an assault platoon where the Ranger Attack Squad is referenced. So is it correct that Hell Boys can only be fielded as a Command Section?

If that's the case then I'll have to swap out the BBQ Squad for the Hell Boys in my first Platoon above.

LoTech said:

Another question on building platoons.

I was re-reading the Allies platoon makeup and it doesn't actually look like the Hellboys (Ranger Attack Squad) are legal in any spot except leading an Assault Platoon. The command section of an assault platoon where the Ranger Attack Squad is referenced. So is it correct that Hell Boys can only be fielded as a Command Section?

If that's the case then I'll have to swap out the BBQ Squad for the Hell Boys in my first Platoon above.

If you mean swap in the BBQ squad, you are correct. Hell Boys are only legal as a command squad of an Assault Platoon.

Yep, that's what I meant. Thanks for the confirmation.