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For me , I find I use snipers best in delaying and harassing the enemy.

I like to, but not always take 2. then they can complement each other. if you really need to pin platoons then if you fail with one, you can try with the other. I have found them to be more fun and effective than air lately. Defensively : once enemy units have started to get into range of my fwd elements I deploy a sniper behind them to try and pin. then they have to pass a mot test to move/get full ROF. if they fail I could pop a few shots in at them while they are stuck there. also delays that platoon for a turn or two, allowing me to prepare my defenses better with reserves etc. then they also have to think about dealing with that sniper or ignoring it. most games Ive played people try and kill them at the quickest opportunity. so I take 2, and then shoot at any infantry units that try to go to the aid of the 1st platoon with my 2nd sniper. this also means they will usually divert the fastest unit to get to them if there are no suitable teams around. means you have one less fast unit to worry about for a while. they are great for taking out dug in guns. they have a 5+ save, so they will fail more than infantry, and with a snipers FP of 4+ the chances of killing one is high. then the arty is also unable to fire bombardments, and if you take out centre teams, they can lose their being in command. when using fortifications snipers are handy to place when enemy teams move to breach them. because they have to start their turn adjacent to the mines etc to gap them and be unpinned a sniper is great for delaying the breach. just pop one up, and fire in your turn when they have moved to the edge of the fortifications. pin them and they sit there unable to gap the obstacle. keep doing it and they get very annoyed. also use snipers to prevent German tanks from stormtroopering. if they are pinned they aint gonna move back out of range of my AT by ST'ing and they cant get forward , or even into cover because they cant move. and many German players rely on ST so it works all the more. Offensively: they can be used like arty. less effective arty, but they can still pin infantry/guns so that your assaulting units will receive less Defensive fire. and my fav tactic (one that will make some people cry foul): sniping at the enemy CO. no rerolled mot checks or company morale for you, Mr. enemy! and they are also always gtg/concealed AND in bulletproof cover! Makes them hard cookies to crack if they are vets. I've been playing for a while now and Ive got the basics down But with FJ I tend to find that if I defend I win; I attack I lose. Not great with a scenario based game where a dice roll often determines whether you're a defender or not I played a US tank co the other day at HTL. As soon as he won the roll off and elected to defend I knew I was stuffed! I always take the 2 full FJ platoons and as many PzK upgrades as I can. I take S'werfers as a rule to smoke. I've experimented with different combinations of PaKs, HMGs, Light Guns, GEBs, Marders and even Pioneers I mutually support the 2 FJ platoons and take K'gruppe as necessary. I make use of cover etc and we use lots of it in our group It always comes down to the same thing. There isn't enough FJ on the table (we always play 1500pts) to attack in force I'm even considering the newbie option of using Tigers but Im well aware of the drawbacks in an already small army

Attacking isn't easy with FJ. I won a tourney (29 out of 30 for generalship over 5 rds) last week and got lucky and defended in 3 out of 5 (FW, BT and a HtL which I changed to a BP)- but had to face more mobile forces in FFA and ME so dug in fast and bided my time. I came to the conclusion that the FJ are best defending or as a counter- attack force- you really must weaken your opponent before committing your troops and use terrain to max advantage when attacking. I actually I field a tiger (my FJ force is the only one of my armies that I regularly use a tiger with) and it worked well- paid for itself in 4 out of 5 games i.e. killed more than its share of points and didn't die once). It had the survivability that I needed and meant that I was able to deal with most (all) tanks that I facedincluding another tiger You really need to try and create an opening before committing to attack and with the infantry one up with a follow up platoon could be the best option to minimize the frontage. With my force I also included priority air as I'd found that I needed to force my opponent onto my gun line (tiger + 3x pak 38s) and the planes did this nicely- at a 4+ per turn they will turn up and when they do they can be devastating. As for HtL- I changed mine to a BP and defended. BP has been out for 3 years now so there really is no excuse not to be able to build fortifications (they only take a couple of hours) and play it Company HQ @ 125 Pts 2 Panzerknacker 3 Light Mortar team Fallschirmjger Platoon @ 285 Pts 1 Panzerknacker 3 Fallschirmjger Squad Fallschirmjger Platoon @ 285 Pts 1 Panzerknacker 3 Fallschirmjger Squad Anti-tank Gun Platoon @ 220 Pts 3 5cm PaK38 gun @ [195] Pts Heavy Tank Platoon @ 385 Pts 1 Tiger IE (early) Priority Air Support @ 200 Pts Total List Cost: 1500 How does this force do with big infantry armies, though? Seems like it might struggle quite a bit against a Russian hoard, or even a 3-platoon American or British Rifle Company. I haven't played my FJ in a while, but I had good luck with mine in the attack. You have to be patient though and not allow yourself to caught in a position where you can take a bunch of MG fire from something cheap and light like carriers or light tanks. I typically take the HQ stummelwerfers and use those to provide covering smoke. If necessary, take the long route to the objective in order to move through cover and concealment. As Stormdale did, use your supporting platoons to weaken the opponent. Once you get into close combat though, they are brutal, with big platoons of fearless veterans. Still, when playing this army, I defend whenever possible. The FJ are very tough in the defense. I participated in one of our one day events around here with an FJ force that consisted approximately of HQ w/ stummelwerfers and 2 PK 2 full strength platoons Assault gun platoon of 2 StuGs Flak platoon of 2 88mm guns

Armored car patrol of 223 + 222 The first game was a meeting engagement against a Brit infantry unit with Churchills and Shermans. I deployed my 88's covering the more open half of their table and then advanced both my infantry platoons through the scattered woods along my right flank. The range of the 88mm meant he was unable to cross the zone of death to bring stuff over near my paras. I defended the objective on my left with the StuGs and a KG of the HQ mortars and a couple of infantry teams. The StuGs played cat and mouse with the Brit tanks, eventually coming driving off the Shermans and KOing one Churchill. The KG held on long enough for my two infantry platoons to sweep everything away from the brit objective. I got a 5-2 due to loss of the StuGs. In the other two games I defended and won handily, including an unmodified Cauldron against a US Armored rifle unit (a game I should have lost but didn't). I dont know why you say using a tiger is "newbie" I might see how they might look at the stat line and be like "wow that flipping awesome!" But newbies dont actually know how to use the tiger effectively. I always take a tiger in my Fj, just for the simple fact that it lets me dictate the game to my opponent and that is how Fj win. If you opponent is forcing you to do things you dont want to do, your doomed. Use the tiger to draw your opponents attention away from the Fj plts. If he doesnt respect the tiger, he will feel it. Heres the list I run and Ive had outstanding success Hq-55 Fj plt 1-285 Fj plt 2-285 mortar-215 HMG-175 tiger-385 limited air-100 1500 1. Make maximum use of the available terrain. This is a time when having enough terrain on the table is vital. 2. Use mortars & artillery (with either barrages and smoke), AT guns, and MG platoons to pin any opposing platoons in LOS of your advancing FJ platoons. 3. Leap-frog your platoons (when appropriate), so they can provide covering fire for each other. 4. Concentrate your effort one flank or the other (schwerpunkt), preferably the flank with the best cover and/or weakest opposition. FJ don't have the numbers to advance across the whole board width. 5. Take advantage of double-timing and "stormtrooper" to move as quickly as possible 6. Finally, remember what Guderian said; "Nicht kleckern, klotzen!" ("Don't tickle, smash!"). Don't waste time with weak, ineffective attacks. You can't win a battle of attrition against most opponents. You need to hit hard, hit fast, and concentrate on your objective. These are just some general suggestions. To get good at it, you just need to practice, practice, practice and resign yourself to the fact that its a tough situation for foot-slogging FJ. You have enough inf to advance. Against the brit armour, you need to advance with one FJ platoon and your choice of either the pioneers or the FJ, leaving one to defend the objective. Also, take the light AT platoon. Using terrain have one advance along one side and the 2nd inf type platoon advance either in the middle or on the far side, depending on approaching terrain. This forces the opponent to react to your movement. He may ignore both attacking platoons and go after your objectives. If he does this, than you can have the two attack axis begin to merge and deliver a concentrated attack on one of his objectives. With luck, your defense can hold. He may forget about your objectives and go after your attacking platoons. This is the most common reaction. That is why you have the two separated. It does not allow your opponent to attack both platoons at the same

time. He will concentrate on one or the other. If he can put up enough of an attack, than plan to double move your defending platoons in a march forward. I doubt your opponent can do anything to the initial attack platoons and go after your newly moving platoon. This new platoon needs to advance as far from the other two platoons as possible. You double move this platoon for two reasons. First, to cover as much ground as possible while your opponent is tied up with your other two platoons. The second reason is to act as bait. Does your opponent move to the new platoon and fire at ROF1x2 or does he stay and shoot at your existing forward units? I think it is all but impossible to have an opponent be able to take on all three axis of attack. Which ever has the lightest* defense against you, you move that platoon forward. This is how you go forward. Different lanes and flood him. Use the terrain to advance. You do the same against the grenadiers, but you can leave your objectives very lightly if defended at all. *You must move at least one group forward. Once you have all three out advancing, something must move. I have been using FJ in the Anzio campaign. We started off with MW lists. The first game I came unstuck as I was defending against a US Armored Company in a Hold the Line mission. This was bad as my reinforcements could not dig in because of rain and my At revealed themselves in an ambush against his a tank platoon. The At guns failed miserably and he switched his tank attack to the other side of the factory. One of the platoons holding the objective was assaulted and lost and that was the end. The normally invincible FJ (in defense) failed in a big way. Today we played the next battle in the campaign and although it was a road block and I was nominally defending I had to advance to secure the objective. I only managed to get within 16" which achieved a draw with three points to 1. Quite how the FJ are supposed to attack in the face of US armour I have no idea at the moment. The next battle I am defending again in a Hold the line mission (now usinf LW lists). If I win I have no idea how to attack with this force as the change options are so limited. I started it off with two combat platoons, the light gun platoon and the MG platoon. The AT platoon is three PAK 38's.Artillery is the FJ light artillery. I also have the 2cm Flak and used priority air support (which I won't have with the late war list). Any ideas on how to adapt this against a US tank company would be much appreciated please.

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