smeg wrote:I am just getting into Flames of War and this is about the 4 list i have wrote and this is the list i want to start off with. I wanted to do Australians mid war but all my mates are doing late war so this is the army i like the look of.
HQ
2 staghounds = 110
combat platoons
platoon: 1 dingo 2 daimler w/1 littlejohn =125
platoon: 1 dingo 2 daimler w/1 littlejohn =125
platoon: 1 dingo 2 daimler w/1 littlejohn =125
heavy platoon 1 dingo 2 AEC 3s =165
guard armoured recce platoon 3 cromwells 1 challenger = 440
guard armoured platoon 2 shermans 2 firefly = 390
field battery(sp) command op sherman 4 sextons = 275
1755
I wanted to do a arnoured car company with tank suport and the 2nd household cavalry look fun.
Some of the things i want to know. Will it be better to go 2 guard armoured recce platoons or 2 guard armoured platoons insted of 1 of each?
Also should i drop the field battery for guard rifle platoons or more armoured car platoons?
Thanks for any advice.
Happy gaming.
Your force is not legal as written as you can either get Irish support: guards armoured platoons or welsh support: guards armoured recce platoons; not both. I love cromwells, but the guards armoured platoons allow for the inclusion of 2 tanks with 17pdrs instead of only 1 with the guards armoured recce platoon.
Also be well aware that your armored cars will be completely outclassed in most late war battles. The only thing that can save them is their ability to disengage even after shooting on their previous turn, but still they pop like nobody's business and you will only get armor saves against small arms and machine guns. Pretty much every other real gun on the table completely ignores your armor. The majority of your force could vanish in a single turn. Armored cars really pack a punch in
EW where there light armor is comparable to most tanks in the period, and many of the guns will still allow armor saves. Midwar it gets a little tougher, but they can still be successful. In
LW, though, you really have to rely on your armored support too much. To enhance your staying power I highly recommend getting rid of one of the armoured car platoons and the heavy armored car platoon and add in some infantry for holding objectives for you. You need something in your army that can withstand some sustained fire. With the tanks on the table, the heavy armored cars really don't do much for you. They have half the armor of the shermans and can only move a maximum of 8" on the table due to being slow. Add in their unreliable aspects and they become more of a liability than anything else. The only way the force becomes a little more viable is by not playing guards and instead playing the
CT Normandy armored car platoon from Fortress Europe. You are no longer veteran, but can add a bunch of stuff to your force thanks to the cost decrease. My 600pt force went from 3 platoons to 5 by switching lists and being trained instead of veteran isn't going to be anymore of a liability than playing armoured cars already is.
Been there and done this. In midwar I played a British armored car squadron with some success and in early war I came in 2nd place in our local league with a British Div Cav force made up of light tanks and carriers. So I do love swarms of light vehicles surrounding my enemies. The only problem is that in late war they get much less effective and become much less of a threat to everything. Only saving grace is that in
LW the 2pdr on the daimlers actually have HE now for infantry, unless of course you add in a littlejohn adapter for better anti-tank capability. I have mostly been played my british airborne in our current escalation league, but really love my armored cars so brought them to the table once so far. By the end of turn 4 my entire force was wiped out, except for my C-in-C. By that point my opponent had lost 1 Stug and 1 infantry stand. Very painful fight!
Skriker