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Made in us
Manhunter






Little Rock AR

So I play an US Parachute Rifle Company using the NUTS! book. I have a few questions, first up however is one of the lists I've been running.

My list (my group plays at 1780 for late war for some strange reason)
Headquarters
Parachute Rifle Company HQ - p.17 30pts
2 Cmd Carbine team

Combat Platoons
Parachute Rifle Platoon - p.17 285pts
1 Cmd SMG team
6 Rifle/MG team
1 M2 60mm mortar
2 Bazooka team

Parachute Rifle Platoon - p.17 285pts
1 Cmd SMG team
6 Rifle/MG team
1 M2 60mm mortar
2 Bazooka team

Warriors
Toccoa Sergeants - p.15 2 Warrior Command SMG team Toccoa Sergeant 20

Support Platoons
Tank Platoon (Confident Veteran) - p.26 585pts
2 M4A3 (76mm) Sherman
3 M4A3 Sherman (late)

Glider Field Artillery Battery (Confident Veteran)- p.25 115pts
1 Cmd Carbine team
1 Staff team
1 Observer Carbine team
3 M3 105mm light howitzer

Glider Field Artillery Battery (Confident Veteran)- p.25 115pts
1 Cmd Carbine team
1 Staff team
1 Observer Carbine team
3 M3 105mm light howitzer

Anti-aircraft Artillery (SP) Platoon (Confident Veteran) - p.31 100pts
1 M15 CGMC (37mm)
1 M16 MGMC (Quad .50 cal)

Air Support - p.31 245pts
Priority Air Support P-47
Thunderbolt 5.5in HVAR
Close Air Support (2 Aircraft dice)

Company Points: 1780

Artillery:
Is it better to have two 3 gun battery or 1 6 gun battery?

AA:
Is it necessary?

Air Support:
Is priority necessary? What about CAS?

This message was edited 2 times. Last update was at 2013/01/16 18:37:16


Proud to be Obliviously Blue since 2011!

 
   
Made in gb
1st Lieutenant







Artillery 2*3(4) is more useful IMHO

AA is not necessary as air/terrain can help

CAS is not worth it, as you have so many difficulties due to range after turn 3 anyway

My FOW Blog
http://breakthroughassault.blogspot.co.uk/

My Eldar project log (26/7/13)
http://www.warseer.com/forums/showthread.php?p=5518969#post5518969

Exiles forum
http://exilesbbleague.phpbb4ever.com/index.php 
   
Made in us
Manhunter






Little Rock AR

Close Air Support allows 2 aircraft dice to be rolled and to take the highest. Did you mean that Air Support in General is not needed, or that I should stick to limited air support?

Proud to be Obliviously Blue since 2011!

 
   
Made in us
Major





Central,ILL. USA

I play PAras also. i would drop the planes and max out the Arty batteries for some good old time on TArget fun.

Please visit my Blog http://colkrazykennyswargamingblog.blogspot.com/
I play SS in flames of war ,Becuase they are KEWL... 
   
Made in gb
1st Lieutenant







Air support is a real YMMV, I like sporadic, as you are often within 16 inches by turn 3, cas seems like a waste to me

My FOW Blog
http://breakthroughassault.blogspot.co.uk/

My Eldar project log (26/7/13)
http://www.warseer.com/forums/showthread.php?p=5518969#post5518969

Exiles forum
http://exilesbbleague.phpbb4ever.com/index.php 
   
Made in us
Manhunter






Little Rock AR

What about at platoon? I like the m1 57mm how ever most armor I see is panthers and tigers.

Proud to be Obliviously Blue since 2011!

 
   
Made in us
Bounding Ultramarine Assault Trooper





 ObliviousBlueCaboose wrote:
What about at platoon? I like the m1 57mm how ever most armor I see is panthers and tigers.


Use them as point-defense against armored assaults, that is, do not use them offensively; use them in defensive fire against armor when it assaults. The 57mm is capable even against the side armor of Panthers, as that's what you'll be hitting in defensive fire.

Tigers are bit more of a problem, however, if your paras are dug-in and GtG (Gone-to-Ground) you'll be tough to remove. You can use mortars to smoke them to keep them moving, reducing their ROF. When they do come at you in an assault, they'll have to be supported and any Tiger worth its salt will not go in alone against dug-in paras. You hit it enough in assault, it will eventually run away. Might want to consider some engineer/pioneers for some close-assault AT power (if it's an option). Your arty can fire directly and if nearby can participate in defensive fire if within the 8" bubble.

Your air-support has the potential to knock out Tigers early on in the engagement, but once they close with 16", as others have noted, your air-support will have to look for other targets of opportunity. The good counter to them is running Tank Destroyers, again if you have the option for them.
   
 
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