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Made in ca
Focused Fire Warrior





Hey guys, I've been refining my British army lists, and I have a 1000 point tourny coming up in a few months, thought I'd get some feedback on a couple variations I have. The theme is 8th army, late in North Africa.

1000 points British
Regular 2nd lieutenant+1 man(smgs)
8-man regular rifles
8-man regular rifles
M3 Lee

Regular 2nd lieutenant+1 man(smgs)
8-man gurkhas(Regular 30cwt truck+MMG)
7-man gurkhas
M3 Stuart-Hull LMGs, no pintle
Flamethrower team(bren carrier)

With this, 1 officer team goes in the truck with the gurkhas, while the other officer team rides with the flamethrower squad in the Bren carrier. But then I thought "what if I took an inexperienced lieutenant...?" And came up with...

999 points British

Inexperienced 2nd Lieutenant
8-man rifles
8-man rifles
M3 Lee

Regular 2nd Lieutenant+1 man
8-man gurkhas(Regular 30CWT truck+MMG)
8-man Gurkhas
M3 Stuart, hull LMGs, no pintle
Regular flamethrower team
Bren carrier+ extra LMG(2x LMG total)

So with this one, I can either stick the Regular lieutenant in with the gurkha truck still, to give it some extra punch, or I can have both officer teams pile in with the flamethrower to give that some SMG support to pin the unit down before spraying it with my flamethrower, to make it more likely to break them. BUT the main important thing is that the Inexperienced lieutenant will be cowardly, and stay inside the Bren carrier all game(unless it gets popped) shooting the LMG. It gives me sort of a mini-Stuart to buzzsaw some infantry, while also protecting that very fragile order die.

What are your thoughts? I think I like the second list better. An extra Gurkha in the foot-squad, and the Bren giving more supporting fire is nice. Like, the 2-man regular lieutenant squad offers the same number of shots as the LMG, but the LMG is longer range and more mobile, assuming it isn't killed.
   
Made in us
Stoic Grail Knight






Yendor

Make sure you double check the rules for the tournament. I've seen *alot* of tournament packets which allow for only 1 Platoon Max. You don't want to get caught with your pants down and an illegal list.

Well, Gurkhas are definitely the way to go from a competitive standpoint- they are the "British Cheese". That said its not really clear which Army National Rule you are using for this list. I *assume* an army with two big units of Gurkhas is using Up and At 'Em, because a guarantee to pass the order check needed to assault is a lot more important than something like ignoring shooting reactions or a few extra worthless rifle shots. If you weren't planning on using Up and At 'Em... you should be.

What I don't like about either of your lists from a tournament perspective is you aren't taking advantage of a double platoon's ability to take 2x Snipers. Its not really a big deal because your list doesn't really have any trouble dealing with Snipers due to the mechanization and lack of weapon teams.

Keep in mind that your inexperienced officer team will suck at firing the extra LMG. Since they are inex... it starts hitting on 4s for that gun. Also bear in mind you cannot 'Snap To!' from inside a transport. This isn't a huge deal typically, but keep that in mind. While embarked Officer Teams cannot do anything other than man that LMG and give +1 leadership to the transport alone.

I will say that it might be worth it to take a regular command team and give them SMGs. The free special weapons are nice, and honestly sometimes its kind of surprising what an Officer Team with SMGs can actually accomplish. Anyway, I like the first list better, as I think you'd get more out of a more capable officer team with SMGs than you will out of a single extra Gurkha with no ride.



This message was edited 1 time. Last update was at 2018/11/18 19:06:29


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in ca
Focused Fire Warrior





Thanks for the feedback. I believe I will be using Up and At 'Em, 2 platoons is fine for this tourny. I'm not a huge fan of snipers, they're very expensive for a single shot that can easily miss! AS you say, I am also not very scared of them.

My plan is to drive the bren carrier up close, preferably point-blank, fire the guns, then next order die is to unload the flamethrower team and light them up! The flamethrower team will attempt to LoS any other threats using the Bren's boxy frame, and hopefully load back up into their metal box to drive off and man the LMG again, rinse, and repeat.

I like having an extra guy in the foot-slogging gurkhas, I think it will keep them from making morale test for longer, and makes them more likely to win melee.

I'm mostly hoping to win the armor battle, considering I have 2 tanks, I think that's a reasonable hope. I was actually considering swapping the flamethrower for a piat team to further guarantee that, but honestly, I think the flamethrower is just much more generallly useful. It can still hurt vehicles, and is much better against infantry.

As for the officer... I think an extra LMG that can put out pins/damage at longer range is going to serve quite nicely. Point-blank SMG shots can be very deadly, but I can start hitting reasonably well from 18," and my very squishy officer team can hide in his metal box to keep that order die a little safer. Like, hopping out to fire off 2 SMGs could be pretty risky. As it is, if I am reasonably sure that he will not be shot by anything else, I might even hop the inex. Lt. out to fire off point-blank SMG shots as well, just to put a pin on and make it more likely for the enemy squad to run away from the flamethrower.

Thank you kindly for the feedback! I will try a few games with this list and take your suggestions into consideration after I test things out!

This message was edited 1 time. Last update was at 2018/11/19 05:22:18


 
   
Made in us
Stoic Grail Knight






Yendor

 Nalydyn wrote:

My plan is to drive the bren carrier up close, preferably point-blank, fire the guns, then next order die is to unload the flamethrower team and light them up! The flamethrower team will attempt to LoS any other threats using the Bren's boxy frame, and hopefully load back up into their metal box to drive off and man the LMG again, rinse, and repeat.


I think an extra LMG that can put out pins/damage at longer range is going to serve quite nicely. Point-blank SMG shots can be very deadly, but I can start hitting reasonably well from 18," and my very squishy officer team can hide in his metal box to keep that order die a little safer. Like, hopping out to fire off 2 SMGs could be pretty risky. As it is, if I am reasonably sure that he will not be shot by anything else.


I don't want to be a pain, but there is something I'm not getting here.
1) You are planning on driving the Bren Carrior into point blank range, and you in fact need to do it at some point to get mileage out of the flamethrower team.
2) Your Flamethrower team is going to draw a lot of aggro onto your Bren Carrior. Granted this is aggro off the Gurkha truck, but trucks can often be destroyed by rifles and lmg fire so you need to be careful with line of sight on that anyway. Anybody who has played against Flamers before knows just how much devastation they can cause and will do what they can to stack pins on the Open Topped Bren Carrier.
3) Regulars are far better at actually shooting the LMG compared to inex squads. Starting on 4s is brutal and more often than not you will be looking at impossible shots from them. Especially since it sounds like you want to be shooting as you move into range. So a regular officer team is going to be a more effective gunner, and a more effective shot with SMGs, and nothing is forcing your Officer team to bail from the Bren.

Anyway. I will say this about an inex team. You can throw them away to absorb an assault targeting the Bren. They'll get their asses kicked, but its far better than the assault drawing out the flamer team to defend. That said, I think its a very potent list. You've got a lot of armor and a lot of firepower. You should be able to overload most defenders.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in ca
Focused Fire Warrior





Thanks for the further feedback! I appreciate it I'm aware that the flamethrower team is going to be targeted in a big way. That's why I'm using a Bren and not a jeep or something else cheap like that. I want them to live to get in on something!

Also, are squads able to fire out of open-topped vehicles? I was unaware of this fact if that's the case. If that is the case, then I might put the Regular Lt. in the Bren, and they can be an extra unit firing out of the metal box, manning the LMG at regular, and the Inexperienced Lt can go in the truck just to boost the truck's morale. Of course, he's more likely to die and lose me an order die that way... But the 8-man Gurkhas don't really need any extra punch, to be entirely honest.

I may end up parking the Bren somewhere in cover and just using the LMGs to suppress squads, preferably near an objective, so that if someone tries to claim it, I can easily drive over in the Bren and poop on them with flamethrower+LMG spray.

This message was edited 1 time. Last update was at 2018/11/19 21:51:06


 
   
Made in us
Sergeant





The only orders that you can issue to units in a transport are Down and Rally, so they can not fire out of a transport, open-topped or otherwise.

Flamethrower teams in light transports would make good mop up units, targeting enemy units that have already sustained damage or pins. Akaean and I were just hashing this out over on the German equivalent of this thread. You have to think about how they are dismounted from their transport, it presents an opportunity for the enemy to target their transport out in the open. Also remember that you can not move your transport on the turn that you mount it. This will also leave your FT team and transport team exposed if you try to remount after an attack.

The Bren Carrier does give you some nice maneuverability, though!

I am with akaean regarding the Inexp officer shooting the LMG. Seems like a bit of a waste, and I am generally of the opinion that Inexperienced troops aren't worth buying. Wounded too easy, suck at shooting, will run easier. Barring lists based around large volumes of Inexperienced infantry, I would rather have a reasonable hope that all of my units will perform as expected.

List looks pretty solid for squeezing in two tanks at 1000 points. I agree that at that points level, you should not need any additional Anti Tank assets. Regarding Snipers, they are a mixed bag, but they hit more consistently that anything else in the game. Pretty much guaranteed 3+ is pretty awesome, and automatic exceptional damage can murder support units.

This message was edited 2 times. Last update was at 2018/11/19 23:03:14


 
   
Made in ca
Focused Fire Warrior





Ya mainly, squeezing in a medium tank, and the infantry-shredder that is a Stuart, I can't really fit much more. I've considered dropping 1 dude from each Regular squad to afford a second Regular Lt, but I'm not sure it's worth it. It also leaves me with an annoying 6 points, that I'd need to rework stuff around to fit anything else in. Dumping 1 Gurkha gets me to 20, so I could fill the 2 regular squads back out to 8 men... Actually I like this idea alot. Exactly 1000 points now!

2nd Lieutenant; Regular +1 man
8-man regular rifles
8-man regular rifles
Flamethrower squad
Bren carrier+pintle LMG
M3 Stuart w/Hull LMGs

2nd Lieutenant regular
7-man Gurkhas
8-man Gurkhas
30-CWT truck +MMG
M3 Lee

This seems overall a bit better, if only because that LMG will now start at 3s regardless if I lose the flamethrower team or not.

Thanks for all your help guys, I think this is gonna be the list!
   
 
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