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Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Trying to get started in some FoW, and I think I am going to start working on a Fallschirmjaegerkompanie out of Earth & Steel. I have the FoW starter set and I have a Company of Fallschirmjaeger in the mail. I have not decided if I want to use the 2. Fallschirmjaegerdivision, or the 6. Fallschirmjaegerregiment, although I am leaning more towards the 6th. I think the 600 point list would work for both at this time, probably don't have to choose until I expand. So here is what I got

Company HQ
2 Command SMG teams
Anti-Tank Section x1 Panzerschreck Team

Fallschirmjaeger Platoon (x2)
2 Fallschirmjaeger Squads each

Assault gun Platoon
x2 StuG G

I think this gives me a decent amount of boots on the ground. Some mobility with the StuG G's with some firepower as well as some firepower from the Panzerschreck Team.

Any thoughts/suggestion/ridicule/etc?

This message was edited 1 time. Last update was at 2011/08/29 08:36:53


 
   
Made in us
Feldwebel




Charleston, SC

What you have there is the basic beginnings of a list. Its a good start. A couple of more Stugs would be a good thing.

You will want to secure some of the following.

Heavy Machine Guns

Anti-Tank section. (either in the form of tank-hunter or PaKs.) this will depend on how much points and how mobile you want to be.

Mortars/Artillery.

a 3rd FJ platoon

Also, the upgrade for Panzerfaust SMG command teams for your FJ platoons would also be pretty good.



The Stugs and Panzerschreck are good, but the Anti-tank section is also a good add for its ambush quality or its support quality. Relying on one assault gun platoon is not a good idea, nor the one panzerschreck.

How many points were you looking at going when finished? Or rather, how big were you going to make this force?

"#5. The most precious thing in the presence of the foe is ammunition. He who shoots uselessly, merely to comfort himself, is a man of straw who merits not the title of Parachutist." +Fallschirmjäger 10 Commandments+ 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Not sure of the final size of the force. I need to get a better feel for what the local meta likes to play. Probably thinking of playing around 1500 to 2000, so at the end I would probably want to have at least 2500 points of options to be able to adapt.
   
Made in us
Feldwebel




Charleston, SC

The probably you dont need to worry about to much if you are going all in. 2500 points should more then enough fill out an entire Army list.

But Mortars and and HMGs would be a good next step. Though, if you see alot of armor being played then go with the Anti-tank option for the next step.

But as said, generally at that size, you will be filling out most of the options you can bring so for you it will be just a matter of order/priority.

"#5. The most precious thing in the presence of the foe is ammunition. He who shoots uselessly, merely to comfort himself, is a man of straw who merits not the title of Parachutist." +Fallschirmjäger 10 Commandments+ 
   
Made in us
Oberfeldwebel




New Hampshire USA

d-usa wrote:Trying to get started in some FoW, and I think I am going to start working on a Fallschirmjaegerkompanie out of Earth & Steel. I have the FoW starter set and I have a Company of Fallschirmjaeger in the mail. I have not decided if I want to use the 2. Fallschirmjaegerdivision, or the 6. Fallschirmjaegerregiment, although I am leaning more towards the 6th. I think the 600 point list would work for both at this time, probably don't have to choose until I expand. So here is what I got

Company HQ
2 Command SMG teams
Anti-Tank Section x1 Panzerschreck Team

Fallschirmjaeger Platoon (x2)
2 Fallschirmjaeger Squads each

Assault gun Platoon
x2 StuG G

I think this gives me a decent amount of boots on the ground. Some mobility with the StuG G's with some firepower as well as some firepower from the Panzerschreck Team.

Any thoughts/suggestion/ridicule/etc?


Study your main rule books missions , see what your objective are, generally in Flames of war games your either taking the objectives or denying the objectives this is a import point to consider when building your force more so if you plan to play alot of the missions , FJ should dig in and go to ground as often as they can combine that with being over 16 inch and you need a 7 to hit them , they shouldn't be trying to run across the table and taking objective pay attention to the wording of missions often time just denying the enemy a objective wins you the game meaning you play for 2 1/2 hrs or 6 turns which ever come first slug feast to the last man are no fun for infantry forces like the FJ the game shines when you play missions and build your forces with them in mind , other may agree or not your mileage may vary but have fan and good luck!
   
Made in us
Frenzied Berserker Terminator




Hatfield, PA

Saint Anuman wrote:Study your main rule books missions , see what your objective are, generally in Flames of war games your either taking the objectives or denying the objectives this is a import point to consider when building your force more so if you plan to play alot of the missions , FJ should dig in and go to ground as often as they can combine that with being over 16 inch and you need a 7 to hit them , they shouldn't be trying to run across the table and taking objective pay attention to the wording of missions often time just denying the enemy a objective wins you the game meaning you play for 2 1/2 hrs or 6 turns which ever come first slug feast to the last man are no fun for infantry forces like the FJ the game shines when you play missions and build your forces with them in mind , other may agree or not your mileage may vary but have fan and good luck!


Building a force to support a mission is a good idea, when you know what mission you will be playing. In most league or tourney based bases you will find out your mission right before the game and get to use the army you brought with you and not the one you purpose built for that specific mission. This is why forces need to be tactically adaptable and cover as many bases as possible. This is also why balanced combined arms forces do very well in FoW. Just because one plays infantry doesn't mean you'll always be defending. In most defensive battles you'll be the defender, unless you are also facing off against another infantry company. There are also some lists in EW and LW and that *always* count as defending in defensive battles, so when facing those you have no choice and the FJ will have to move toward objectives if they have to capture them. Also in non-defensive battles anyone could end up defending. Balance, balance, balance...that is the key.

Skriker

CSM 6k points CSM 4k points
CSM 4.5k points CSM 3.5k points
and Daemons 4k points each
Renegades 4k points
SM 4k points
SM 2.5k Points
3K 2.3k
EW, MW and LW British in Flames of War 
   
 
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