Hi everyone,
Just started
FOW and ordered models to make the following list:
Compulsory Battaglione Bersaglieri HQ - CinC Rifle, 2iC Rifle (25 pts)
- Solothurn anti-tank rifle (15 pts)
Compulsory Bersaglieri Platoon - Command Rifle/MG, 6x Rifle/MG (110 pts)
Compulsory Bersaglieri Platoon - Command Rifle/MG, 6x Rifle/MG (110 pts)
Bersaglieri Anti-tank Platoon - Command Rifle, 4x 47/32 gun (105 pts)
- SPA TL37 tractor per gun (5 pts)
Tankette Platoon - Command L3/35, 3x L3/35 (100 pts)
Self-propelled Coastal Gun Platoon - Command Autocannone da 102/35 (120 pts)
590 Points, 5 Platoons
This is intended to be a quite simple
TAC list, with the following basic strategy: (note that everything but the Coastal Gun is rated Elite, making them usually trained with equal chance of each motivation)
The infantry, together with the CinC, 2iC and solothurn are for taking and holding ground. Quite likely to end up being trained -as good as
EW italians are going to get- they should be able to at least be a pain to be removed from somewhere. Also, they can still dish out a fair number of shots each turn. I don't expect the solothurn to do anything, but it should just be there to look threatening to enemy armour. Should I be lucky and have the Unknown Hero appear in the unit containing the CinC, I'll have a platoon with 2+ re-rollable motivation holding the objective.
Tankettes are purely there for pinning purposes. Move up, avanti! into cover, move up again next turn and fire 16
MG shots, meaning they can reliably pin when rolling 5+ to hit. Their front armour is a whopping 0 though, so they are quite flimsy and definitely must not be exposed to any significant firepower.
The
AT bersaglieri and the Coastal Gun take on light and heavy armour, respectively. 12
AT 6
FP 4+ shots should put a dent in most things within range... That does mean I need to position them cleverly. Should the Mathilda's hit the table, it's time for the coastal gun to shine. 2
AT 11
FP 2+ breakthrough shots are definitely going to leave a mark if I can manage a hit. It's extremely flimsy, but the long range should help compensate for that. Also, it can't move and shoot, so whenever it needs to move it can try to avanti! a bit further.
So, any flaws in my strategy? Any weaknesses? Also, where should I go from here if I want to expand?