Counter this

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FieldMarshall Ober
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Re: Counter this

Unread post by FieldMarshall Ober » Thu Jan 31, 2013 12:14 am

You know thats what I like about this game......so many build options available to accomplish the same task. With the variety of available units out there theres absolutely no reason to use the same builds twice. I like all the responses to the thread. They will all get the job done.
"Maybe there are 5,000, maybe 10,000 Nazi bastards in their concrete foxholes before the Third Army. Now if Ike stops holding Monty's hand and gives me some supplies, I'll go through the Siegfried Line like %*$# through a goose."
~Gen. G.S. Patton

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thepanzerguy
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Re: Counter this

Unread post by thepanzerguy » Thu Jan 31, 2013 3:48 am

FieldMarshall Ober wrote:You know thats what I like about this game......so many build options available to accomplish the same task. With the variety of available units out there theres absolutely no reason to use the same builds twice. I like all the responses to the thread. They will all get the job done.
I agree. A great part of AAM is the infinite amount of builds and options. You can create anything, from a TD swarm to an all infantry force.

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Re: Counter this

Unread post by Falcon59 » Thu Jan 31, 2013 9:44 pm

carrion wrote:They only have the range if I bring them to the party to early, once it comes time to contest objective it's anybody game, and I can keep those paras off board for a few turns which gives you no shoot. Yeah those Sig are so terrifying I just need to land behind and assault going against the Open Back SA. As for the brummbar just need to buy some time and land behind, sure the 5 rear defense, with side-skirts might be a little tough, but once in the hex you have no shot at my units. Of course this all depends on terrain and other factors might also come into play.

Plus on a side note I thought we were countering each others builds and this was a counter to his build which had tanks, sigs and brums are assault guns. Still yet to see a counter to this build :-)
Not saying that it's not a strong build, but as for the landing behind and criping up on the vehicles, it is improbable. Since you end your movement by deploying your Paras.
This unit doesn’t get placed on the map during deployment. At the end of any of your movement phases, you may deploy this unit on the map in any hex that isn’t adjacent to an enemy unit. It can’t move that phase.
This means, that if your go first - I can move after you have landed. If I go first - I can move after you've landed and shoot you with my other units.
Also you can't land close enough to CA me in the first round and even IF you corner one of my units, you will likely be to far from the action, for the rest of the game... :party:

And now for a Counter :sherman: :tiger:
thepanzerguy wrote:My counter to your counter
Wehrmacht Oberleutnant-13
Panzer 4G-22
Elite StuG III-26
MG 42 team-10
SS Panzergrenadier-7
Flammenwerfer-5
2 Wehrmacht vets-10
PAK 38 AT gun-10
2 P-40 Tomahawk 13 x 2 = 26
3 M5A1 15 x 3 = 45
1 M4 Sherman T-34 Calliope 29
Going for high mobility and hoping to get a rocket salvo off at some point :mua:

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Re: Counter this

Unread post by carrion » Fri Feb 01, 2013 4:44 am

Falcon59 wrote:
carrion wrote:They only have the range if I bring them to the party to early, once it comes time to contest objective it's anybody game, and I can keep those paras off board for a few turns which gives you no shoot. Yeah those Sig are so terrifying I just need to land behind and assault going against the Open Back SA. As for the brummbar just need to buy some time and land behind, sure the 5 rear defense, with side-skirts might be a little tough, but once in the hex you have no shot at my units. Of course this all depends on terrain and other factors might also come into play.

Plus on a side note I thought we were countering each others builds and this was a counter to his build which had tanks, sigs and brums are assault guns. Still yet to see a counter to this build :-)
Not saying that it's not a strong build, but as for the landing behind and criping up on the vehicles, it is improbable. Since you end your movement by deploying your Paras.
This unit doesn’t get placed on the map during deployment. At the end of any of your movement phases, you may deploy this unit on the map in any hex that isn’t adjacent to an enemy unit. It can’t move that phase.
This means, that if your go first - I can move after you have landed. If I go first - I can move after you've landed and shoot you with my other units.
Also you can't land close enough to CA me in the first round and even IF you corner one of my units, you will likely be to far from the action, for the rest of the game... :party:

And now for a Counter :sherman: :tiger:
thepanzerguy wrote:My counter to your counter
Wehrmacht Oberleutnant-13
Panzer 4G-22
Elite StuG III-26
MG 42 team-10
SS Panzergrenadier-7
Flammenwerfer-5
2 Wehrmacht vets-10
PAK 38 AT gun-10
2 P-40 Tomahawk 13 x 2 = 26
3 M5A1 15 x 3 = 45
1 M4 Sherman T-34 Calliope 29
Going for high mobility and hoping to get a rocket salvo off at some point :mua:
Since you decided to skip over countering the illegal para army, since you are only allowed 2 special units anyway I will counter this build.

19 Wirbel
62 King Tiger
07 20mm Flak
02 Fort Def
10 Mines x5
100 points

Falcon59
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Re: Counter this

Unread post by Falcon59 » Fri Feb 01, 2013 6:55 am

carrion wrote:10 Mines x5
Nice Counter on my mobillity!
I think, this would be a fun battle :shooter: :Hunt:

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Re: Counter this

Unread post by carrion » Sat Feb 02, 2013 2:39 am

Falcon59 wrote:
carrion wrote:10 Mines x5
Nice Counter on my mobillity!
I think, this would be a fun battle :shooter: :Hunt:
Ever play on-line, if interested leave a post or send a pm and we can give it a try

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Re: Counter this

Unread post by Centurion » Tue Feb 05, 2013 2:48 am

carrion wrote: Since you decided to skip over countering the illegal para army, since you are only allowed 2 special units anyway I will counter this build.

19 Wirbel
62 King Tiger
07 20mm Flak
02 Fort Def
10 Mines x5
100 points
My counter:

1x Vickers Machine-Gun Team 8pts.
3x Bren Machine Gunner 15pts.
1x M18 Hellcat 24pts.
1x M5A1 15pts.
1x Churchill III 28pts.
1x 6-Pounder Antitank Gun

Counter this :slinger;
A piece of spaghetti or a military unit can only be led from the front end. George S. Patton

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carrion
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Re: Counter this

Unread post by carrion » Tue Feb 05, 2013 4:17 am

Centurion wrote:
My counter:

1x Vickers Machine-Gun Team 8pts.
3x Bren Machine Gunner 15pts.
1x M18 Hellcat 24pts.
1x M5A1 15pts.
1x Churchill III 28pts.
1x 6-Pounder Antitank Gun

Counter this :slinger;
26 Semovente 90/53
24 Autoblinda x3
14 47/32 ATG x2
20 Semovente L40 x2
10 Carro Armato M11/39
03 Barbwire x6
03 Tank Obs x3
100 points

If using nation bonus
10 Carro Armato M11/39
110 points

thepanzerguy
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Re: Counter this

Unread post by thepanzerguy » Fri Feb 15, 2013 6:50 am

carrion wrote:
Centurion wrote:
My counter:

1x Vickers Machine-Gun Team 8pts.
3x Bren Machine Gunner 15pts.
1x M18 Hellcat 24pts.
1x M5A1 15pts.
1x Churchill III 28pts.
1x 6-Pounder Antitank Gun

Counter this :slinger;
26 Semovente 90/53
24 Autoblinda x3
14 47/32 ATG x2
20 Semovente L40 x2
10 Carro Armato M11/39
03 Barbwire x6
03 Tank Obs x3
100 points

If using nation bonus
10 Carro Armato M11/39
110 points
My counter to nation bonus
1 88 w/shield-20
1 elite StuG 3-26
2 panzer 4g's-44
2 panzerfausts-10
This build has good AV attack to counter tank swarm.

Falcon59
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Re: Counter this

Unread post by Falcon59 » Fri Feb 15, 2013 8:31 am

thepanzerguy wrote: My counter to nation bonus
1 88 w/shield-20
1 elite StuG 3-26
2 panzer 4g's-44
2 panzerfausts-10
This build has good AV attack to counter tank swarm.
Nice counter - is this a counter to my US build?
If so, I'd think I could take it, due to my mobillity - but terrain would proberbly make the difference :slinger;

:sherman: .......................... :tiger:

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