60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 20, 2009 15:44:46 GMT -5
I'm just playing with some ideas.
I think this is evil.
HQ=250 Zug=480 Zug=480 Barkmans Panther A=275 Brummbars=140 AA 3.7 armoured=120
1745
Barkman can join any SS Company on his own as an SS panzer platoon support option.
Instead of a 2IC I have a nearly unkillable Panther ghost tank that hits everything, is always gone to ground and comes back on a 5+ roll.
This is another one I was playing with but I don't know. HQ Zug Zug 3 Hummels 3 Brummbar
1750
Interested in your thoughts Warren.
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Post by Tiger505 on Apr 20, 2009 16:33:39 GMT -5
I have looked at both lists before as possible answers when the IS-2 came out. Both are viable the only trouble with them both is loseing the Recon Tiger. You also lose the ability to stop air in the 2nd list.
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60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 20, 2009 16:57:38 GMT -5
Couldn't you use barkman the same as your 2IC? The only problem I see is when he dies failing to roll a 5+ costing a Victory point and being at 5 platoons.
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Post by Tiger505 on Apr 20, 2009 21:43:16 GMT -5
Ummm you don't lose a VP for losing Barkman. He does suffer from weak side armor making him allot easier to kill if you expose him for recon work. He is also weak on top. He also losses GTG if he moves so that negates his cloaked status. If you take him the last thing he should be doing is recon work. My Brits would love if you had Barkman instead of a 6th Tiger. Most lits would find it easier to handle also. Only a Stalin or Stalin supported list really hate to see this mix. BTW Barkman when purchased alone is an Independant team not a platoon of 1.
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60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 21, 2009 17:51:49 GMT -5
So Barkman would be more apt to sit back and fire using his GTG and Everyshot counts to his advantage. If there are open fire lanes on the table wouldn't that be more of a threat to an opponet?
I am trying to think about the last game we had and what would have been different. Had I known about the Brummbars being over burdoned I would have sent the 2IC into the woods on the far side of the table and used the Brumms to support the Tigers. The lone tiger would not have been enough to prevent an ambush where it hurt most and the M10 could have still gotten flank shots on the tigers with the same outcome. But If I sent the two Brumms up the far side of the woods protecting that flank and had Barkman covering the the near and rear while adding fire suppot to the Tigers and having a clear line at any ambush point, that could have made you think twice about abushing there. Am I correct?
I see some dissadvantages and advantages all I can do is keep playing them till I get the hang of it. I hated Barkman to no end as an allied player, I would like to try him every now and then.
Do you think he would aid in the fight against the Stalin list? I think he would be more of a dissadvantage. My resoning is based on luck, You need terrain and stormtrooper to keep the Stalins moving while taking away the big gun advantage hoping to get pop shots in to bleed him down. The chance of getting Clever hands or stormtrooper on a 2+ with another tank seems like a bigger advantage.
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Post by Tiger505 on Apr 21, 2009 22:48:22 GMT -5
They cant even fire at barkman until they are under 16 inch's and even then if they move they cant fire because he is always GTG until he moves. Honestly the deployment your describing would see me ambushing the AA sooner. Barkman is only truly useful against the heavy soviet stuff. For anything else he is a liability. He would never have fired because of me smoking your front tigers.
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60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 22, 2009 18:27:15 GMT -5
That makes sence. Most allies have smoke making barkman have to move and the 1 top armour is a liability for air and arty. plus I lose one tiger. They way you used him was very effective in HTL though. You said "it's just one Panther". Barkman destroyed my entire platoon of 76mm shermans (by himself might I add) and half a platoon of 75's before I got halfway up the table to try and get close enough to hurt him. My two arty batterys ranged on him didn't seem to affect him either because you would just move and I could never range with mortor smoke. I finaly capped him and the SOB came back to life.
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Post by Tiger505 on Apr 22, 2009 19:14:38 GMT -5
hes wonderful supporting infantry not so hot on the attack
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60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 23, 2009 17:13:30 GMT -5
I like this one to.
HQ= 250 Upgrade to Whitman= 100 Zug= 480 Zug= 480 Barkman= 275 NW with pak 38= 160
I am down to 3 platoons which I don't like. Air doesn't worry me as much as having fragile AA tracks for tanks to hunt. Air has never been very effective and Stormies laugh at AA anyway.
I like the Brummbars but I think they are tough to use.
Then I have a Tiger in ambush with rate of fire 3 rerolling misses and he can attach to either of my tiger platoons to give them 2+ motivation (would have been very helpful in the last game) and infantry would have to reroll hits against him in an assault.
I have a long range gun that is always GTG unless I move him and if I do he is my mobility which the Tigers lack being slow tanks.
I have my 2 Tiger platoons
And I now have a smoke asset to cut down the rate of fire coming at me from all the allied platoons or a pinning weapon to let the Tiger roll in and assaust just incase they did not get sufficiant hits. Plus the PAK 38 would make mince meat of any medium armour that trys to flank the Tigers.
What do you think?
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Post by Tiger505 on Apr 23, 2009 21:44:29 GMT -5
Play it and see. Wittman does give up and VP when he dies. You can lose 7/0 with this list. Personaly I see it as alot easier to kill than the 6 Tiger, 4 platoon list.
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60buick
Munifex
Captured Tiger II
Posts: 162
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Post by 60buick on Apr 23, 2009 22:01:09 GMT -5
Probrably would be easier to kill especially in a mission where I find my self defending with 1 platoon on the board. I just think it might be fun to play.
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