Switch Theme:

Bolt Action DAK force (Tank War)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Regular Dakkanaut





So with the new plastic DAK (free with Wargames Illustrated) and i found a file for a 3d printed Panzer II decided to try and build a force. Is this a viable force or do i really need to get Panzer III / IV to be useful?

Tank War Platoon
Panzer II (Regular)
- Command Tank
4 x Panzer II

Reinforced Generic Platoon
Lieutenant + Mate (Regular)
- 2 x SMG

Heer Squad (Regular)
Sgt, 4 men
- 4 x Rifle, LMG

Heer Squad (Regular)
Sgt, 4 men
- 4 x Rifle, LMG

Anti-tank (Regualr)
- Anti-tank Rifle

Mortar (Regular)
- Light Mortar

88 FlaK36 (AA/AT) (Regular)

According to battle scribe this comes to 1000pts on the dot.


Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




The PzIIs are decent enough, they only lack punch due to their auto cannon; anything with 8+ armour will be a struggle to get those side/rear shots.

I suppose the 88' is there for that, but it is static so can be evaded to some extent.

The Infantry platoon itself is rather small, but not being a steady Tank War player (played a couple of one-shots) I can't say it that's good or not.

Still I would add more men in the squads to add survivability and hitting power. They also lack transports, so that will limit their movement as well, also why they are a seperate platoon I suppose.

It still seems like a decent little army to play with something equivalent on the other side of the table; I suspect the lack of ppunch of those PzIIs will only get your rounds bouncing off 9+ armour across the table.

I would go for 3 PzIII personally as it is a good balance of AT, MGs and armour making it decent early/mid war tank

PzIII
-Command+Platoon command
2x PzIII

Lieutenant + Mate (Regular)
- 2 x SMG

Heer Squad (Regular)
Sgt, 9 men
- SMG, 8 x Rifle, LMG

Heer Squad (Regular)
Sgt, 9 men
- SMG, 8 x Rifle, LMG

Anti-tank (Regular)
- Anti-tank Rifle

Mortar (Inexp.)
- Light Mortar

251/1 Hannomag (Regular)

251/1 Hannomag (Regular)

Kubelwagen (Regular)

Comes to 995pts, 11 Dice.
   
Made in ca
Member of a Lodge? I Can't Say




Oromocto, NB, Canada

Don't the Infantry have to be mounted for a Tank War selector?

Mat

 
   
Made in gb
Regular Dakkanaut





Only if there in the Tank War Platoon. I did the infantry as a seperate generic Platoon.

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
 
Forum Index » Historical Miniature Games: WW1 to Modern
Go to: