Army Building Guide

Post and discuss building armies and platoons

Moderator: curtm1911

User avatar
Posts: 518
Joined: Thu Feb 02, 2012 1:10 am
Location: At the Eastern edge of the Monacan Nation

Army Building Guide

Unread post by Centurion » Mon Feb 27, 2012 12:53 am

Excerpt from the A&AM Advanced Rules Book, page 10:
Different units contribute different strengths and weaknesses to any particular army. Antitank guns are very good against tanks, but fare poorly against infantry and aren’t very mobile. Riflemen are weak against enemy armor, but they’re cheap and plentiful, and can be very useful for holding difficult or seizing the battlefield objective. Tanks are fast and hard-hitting, but they’re expensive, and they need open terrain to operate at full effectiveness. You may favor a balanced army that mixes units types well, or you can gamble with an army that’s that’s heavy in one type of unit and light in the others.

Objective seizure and holding positions: Soldiers VS. Vehicles:
The official rulebook is somewhat flawed here. Soldiers are little bit slow in moving to seizing the objective. Tanks are better for that, and then they hold it until infantry can arrive, then they can regroup and attack again. Soldiers are good for holding terrain and objectives as they require lower cover rolls then vehicles. Tanks are an offensive weapon, soldiers are a defensive weapon.

Armored Cars:
These unit with light defenses and high speeds are tricky to use. Some of the best are, the Daimler Dingo Armored Car, Panzerspawagen, and Morris Reconnaissance Car. They provide recon and cheap mobile fire support, but are far inferior to tanks.

There are three types of artillery Antitank (AT), Regular and Mortars. Mortars are good against infantry, usually slaughtering them from some stories. The Shrapnel SA makes up for the Inaccurate SA. Regular artillery such as the American Howitzer and the Nebelwerfer are very good and should be in ay army. AT guns are good against Vehicles in general and are worth it to take out that pesky Kubelwagen that the infantry just can’t catch.

Tanks provide an excellent morale boost for you, and morale drop for you opponent, especially when you have a Veteran Tiger in 1942 battle and they have Stuarts and some entranced AT guns, your Tiger will probably do some damage.

Other Vehicles:
Halftracks and Transports generally follow the some rules as Armored Cars but are able to move your infantry, allowing them to keep up with the advance.

All these unit types and the role they play in armies will be examined in more depth later.
Revisions, questions, comments?
A piece of spaghetti or a military unit can only be led from the front end. George S. Patton

Nissan lover and Ace of Base fan
A.K.A.: Centurion24

User avatar
Posts: 997
Joined: Thu Mar 24, 2011 4:03 am
Location: Ohio, USA

Re: Army Building Guide

Unread post by Pletch » Fri May 11, 2012 9:21 pm

To add to what has been said above about armored cars.

There are three main types: Strike and Fade, Aggression and Recon.
Strike and Fade armored cars are best used when you go first. A high initiative bonus is a must to control when you go in turn. In the assault phase, hit the enemy and then disappear. This will drive your opponent bonkers.

Aggression type armored cars are best used when when you go second. Initiative control is helpful but less necessary as an opponent will tend to go first if the opportunity arises (though they may go second just to foil you!). In the assault phase you can pop out of hiding and attack without fear of enemy reprisal, since they've already finished their assault phase.

Recon type armored cars come in two varieties. One is the Experienced Recon type. These can be use to attack hidden enemies, like snipers. To date, this type only comes as a combination with Strike and Fade so what is true about the Strike and Fade type is true here. The other type is the Recon type. To date, only the only armored car with this ability is the Daimler Dingo. It offers something of a conundrum. Recon requires line of sight to the enemy to give you an Initiative bonus. In this case it would seem going second is best, so you can place the Dingo in line of sight without fear of being destroyed. However, it also has the Strike and Fade ability which is optimum going first. Perhaps the best way to think of it is no matter what order you go in a turn, the Dingo has something to offer.
"Grammar is very important the the Nazi Party." - Grammar Nazis

User avatar
Posts: 762
Joined: Mon Nov 07, 2011 6:09 am
Location: State of Denial

Re: Army Building Guide

Unread post by Rebel » Sat May 12, 2012 1:47 am

Two points:
I tend to notice that most players go 2nd if they can, so I sometimes get a S&F unit just to force my enemy to decide between a S&F or my going first! ;)

And the NZ Dingo doesn't have S&F, it has a nice defense and speed though! :D

Other than that, Right on!
A&A Underground- Minis, Maps, Models and More!
If you want a custom map, please PM me.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest