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Post by rpf on Jan 21, 2016 20:37:01 GMT -5
OK, the US special rules are kind of awesome. The biggest of them being the greatest implement of war invented, the M-1 Garand. The US rifle allows for moving and shooting without penalty. In a D6 based game, those -1s add up and being able to ignore one for moving is huge. The move and shoot rule applies to the BAR rifle also, which kind of makes sense as it's a very light machine gun anyway.
Gyro Stablized tank guns: same thing, only for veteran tanks, which makes them spendier but is oh so nice.
Having +1 airstrike for FAO is nice, but in practice is just twice the chance of some rookie pilot killing one of your squads
Ignoring the reserve and outflank penalty to Morale tests, nice, but I usually run vets so not overly helpful
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Post by rpf on Jan 21, 2016 20:41:43 GMT -5
My current list:
1 2nd Lt (IN) 4 6+1 USMC w/ 3 BAR (VET) 1 Medium Howitzer w/ Gun Shield (REG) 1 M4A3 76mm Sherman (Vet) 1 FAO (REG) 1 Sniper Team (Vet) 1 Flamethrower Team (Vet)
10 Dice, ~1000pts
The list lacks a lot of mobility and tinkering has leaned toward dropping the sniper, FAO and FT team in favor of transports and a 5th unit of marines. Also swapping the Sherman for a Tank Destroyer as it is rare to face more than 1 tank in a 1000 point game and tying up 300 points for it gets rough. One alternate list included the 76mm Sherman but with a pintle MMG to give 12 dice without using the main gun. As the list evolves I'll keep you posted.
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