First game at 250AP. Was planning to pick up my extra box of Snipers and Battle Grenadiers for this game but PI ran out of Battle Grenadiers. Probably have something to do with the discounts going on at the store.
To help with list building I use a fantastic web-based army builder created by one of the players. Can be found here: http://dust.mainecoon.net/
This is the list I created for my first 250. It's all about balanced and tactical flexibility.
Dust Warfare - Force Builder
Faction: Axis ( 250 / 250 )
--- Sturmgrenadiere Platoon (189)
Upgrade: Improved Command (5)
Command Section: Kommandotrupp (25)
1st Section: Heavy Flak Grenadiers (26)
2nd Section: Battle Grenadiers [Upgrade] (20)
3rd Section: Battle Grenadiers [Upgrade] (20)
4th Section: Laser Grenadiers (21)
Support: MPW II-B "Ludwig" (40)
Support: LPW I-A "Heinrich" (20)
Support: Sniper Grenadier Team (12)
--- Blutkreuz Platoon (61)
Upgrade: Improved Command (5)
Command Section: Sturmpioniere (25)
1st Section: Axis Zombies (19)
Support: Sniper Grenadier
From a model standpoint it allowed me to use my existing collection of minis without breaking the bank. The trick is learning how to use my assault platoon now in the form of the zombies.
Here we go!
Objectives: Key Position
Deployment: Advancing Lines
Conditions: Off Target Shelling
I did toy with the idea of bringing a Heavy Walker myself. I love the model but I felt at 250 I would be limiting myself tremendously in tactics. Also, I painted my nice Ludwig!
|Deployment from my side. Most of the terrain was Heavy Cover so I hugged it best I could. I selected 2 objectives in secret: ruined tower on the top of the picture and the ruined wall in the middle of the picture parallel and behind the containers.|
|Shum brought a Heavy Walker. While I could not take this walker down, at 250AP, it really limited his choices allowing me to move about and dictate the game. Keep reading!|
|Hugged this piece tight. The Kommandotrupp just above (unbased and unpainted) are actually proxying for Battle Grenadiers. PI : WHY YOU NO STOCK!|
|On my right flank I put the Sniper in his roost. This flank would be my assault front with the Sturmpioniere and Zombies|
|Did a short dance with my Heinrich in my Command phase. Was opting to go into the middle or flank but ultimately decided that middle was a killzone for my walkers so switched back to the flank to support my assault units.|
|Shum moved up his walkers. Apparently walkers can rest on a wall like that. Always thought they could not finish a move on a surface like that.|
|Moved the rest of my army during my Unit Phase. My sniper on the far left managed to take one Heavy3 infantry out. I think it was one of his Grim Reapers|
|More movement and hugging of terrain|
|Sent my Laser and Battle Grenadiers up the field as quickly as possible hoping to put more pressure on Shum to split his force so to allow my zombies to swamp in from the flank.|
|My Ludwig unfortunately missed most of his shots turn after turn. Planted my 2nd unit of Battle Grenadiers behind the containters to pounce on his Heavy Walker when it moves up. 2 Panzershreks and 2 Panzerfaust should do some damage.|
|Fast is really good! Shielded my Sturmpioniere squad with the zombies.|
|Laser Grenadiers broke cover to take a pot shot at the Pounder but to no avail. I was attempting to wrest control of his objective. I guessed it would be the two walls in his deployment zone.|
|My Kommandotrupp hugged hard cover and claimed the objective. Shum guessed my objectives were the two towers at the opposite ends of the table where my snipers were roosted in. Broke cover to snipe at his Pounder.|
|I risked my Heinrich here to allow my Snipers to move into position. Shum cleverly shot it's turret MG's on the snipers and suppressed them while he ripped my Heinrich a new one. 6 shots cleared and my Heinrich was vamoose!|
|Regrouped my Sturmpioniere and moved my Zombies into the hills|
|While the 3 man Battle Grenadiers brave the open ground to snipe the Pounder. Destroyed it! My Heavy Flak Grenadiers failed. 9 shots into his Command unit and only one died. -.-|
|Snipers were caught in the open since they had a Suppression token on it!|
|Sturmpioneire moved up into the hills waiting for the command to rush the objective.|
|Regrouped my sniper unit and sent the sniper back into the roost.|
|Assault squad waiting command|
|HALT! DU SOLLST NICHT PASSIEREN!|
|Finally broke cover to attempt to capture the objectives from Shum. I had the last turn so I knew he could not do anything to me.|
|While I held on to my objectives|
Interesting rules question turned up in the Raymond vs. Shum game today. Essentially, because Shum's Heavy Walker is so big, it straddled the 4" gap between two terrain objectives, and the question was whether both are taken by Shum.
With regards to Key Position taking, no; rules very clear that it has to be a _Soldier_ unit taking the key position.So it looked like I won the game 2-0. 3-0 if you counted my Battle Grenadiers being in contact with the impassable aquarium forest.
The second question is whether a unit transported within the Heavy Walker can take the Key Position. From what I can read, Carried Units are removed from table, so at the current moment I think the answer is no, cannot take Key Position.
A great game nonetheless and this just went on to pique my suspicions that at 250AP you will struggle to execute plans with a Heavy Walker soaking nearly 1/3 of your point allocation.
Need to get in more games with the rest of the boys to confirm this. Keep checking back!