I refer to my video on cavalry tactics: • Cavalry tactics tutorial and on trucks: • tactical tutorial abou... and on flamers: • tactical tutorial abou...
You were spot on with your analysis of Japan's lack of real assault infantry. I instead like to use the full 10 man cav squad with tough fighters. At least this way i am engaged by rifles at long range. But really it's just an excuse to have 10 dismounted models all wielding swords.
28:00 Thank you for this one. Taking Notes! 53:15 This is so great. I started Playing the Germans in my Local Playgroup. And The Past 8 Games I had good Games, while Learing, But Each Player Kinda got the Upperhand in the End. American Airstrikes, Banzei Charges, Stubborn Veterans. The Enemy Player seemed also to have so Dice Luck... but I won't Complain. I want to field a fun, STrong German Army, that gets Feared and not Stomped. Thank you Bo!
Multipurpose infantry: I don't agree with you on all accounts. The late war German infantry squad do work as a multipurpose infantry. the reason for a mixed loadout is to fine a balanced between movement, range and firepower. My normal loadout is 8 man, 2xAR, 1xLMG, 2xPanzerfaüst for a totalt of 120pts. With this unit you can do range, up close and anti tank work. I find that this units sweet sport is 18-12" you are safe from assault, flammers and smg units. yes smg units can move forward and hose you, but normally you have just sprayed them yourself, so it is a deminished unit that returns fire. But this greats strength is to out shot and out battle "skirmish units" with impunity. you have the range and firepower to suppress them before they can hit you. there a loads more thoughts that goes into this, like number of infantry slots vs points and needs. Hit modifiers and so on.
Question regarding your concept of skirmish infantry and equipment, would BARs be overkill in your opinion? It is still roughly in that range, and if American still benefit from the Fire and Maneuver
Interesting video I find Germans can be too expensive to use in assaults as they don't receive any special rules in CC. I mean veteran fanatics are very expensive. However if an opportunity arises where the Germans outnumber an opposing unit it may be worthwhile.
This was really good - I play Poland, so we don't have great skirmishers, but we have good Assault Infantry, so I tend to use that to make up for the gap, and then use light tanks/tankettes for skirmishing. In terms of Japanese assault infantry, in that vein, would you consider Japanese Cavalry (from the Empire in Flames book) as assault infantry? I don't know that they'll work that well in that role (as they are only regulars), but at least they are fanatics with tough fighters (as long as they remain mounted)...
Great video - all useful info to get the brain ticking over for a list; Question with regards to a Great Britain list - is there an Engineer section with flamer option available for tournament play that fits with a reinforced platoon/Armies of restriction that you know of pls ?
@@boltactiontutorialsbybomor3846 Thanks for the response; EasyArmy list Royal Engineers from Western Desert campaign book; are they still eliginble? - also sorry (new to BA) what does 0-1 mean pls ?
I think you underestimate LMGs, though I am not a super competitive player, I have done well at some small local tourneys. LMGs range bonus is very useful, as they can get in some shots no matter where the squad currently is, and have that extra 6" before the long range penalty. That often means the squad will be getting those 4 shots at 6s where the rest of the squad needs 7s.
Whilst LMGs have occasionally been useful for out-ranging an opponent, if there were 3 squads wih LMGs I'd rather scrap the LMGs and take another squad of 6 regular infantry. That's an extra order dice and with 6 of them likely another pin possible thrown at the other side. In our next BA League we're having LMGs as the same points and effects, but loaders aren't needed and they cause D2 pins if LMG and D3 if MMG. Just gives a bit more firepower for the points and puts MGs in the role of pinning the enemy in place while they get bum-rushed by other units (as happened and was doctrine) As a 'rivet counter' (as Bo so eloquently calls historical players 😂) taking an LMG just seems normal, but yeah in the current rules for infantry they aren't worth it competitively, but fine for historical match ups 👍🏻
Cool vid. A couple of questions: - I didn't see the MMG team included in the firebase team. Do you think this is a good alternative to a 5 man squad (1 NCO, 2 LMGs, 2 loaders)? - Should the rifle squads, AKA skirmishers, include LMGs? Thanks
That would be a :no and a No, from me. Mmg teams are immobile and overcosted ( a truck with a pintle mmg is cheaper). Lmg's on infantry are horrible overcosted. 20 points+ 2 riflemen for four shits.... Never worth it
Not the mention an MMG team can be taken off the board with one Sniper shot! The 2nd edition rules being what they are, you will almost never see an MMG on the table
@@LaserRazorTaserTrap Fair enough for a comp. But I actually have only played for fun and they're a fun unit to play. You can take them inexperienced and use them to throw down some cheap pins.
Is there any value in having a Pzf on a "Firebase" infantry unit, particularly if I'm considering putting an LMG on them? I have some Late War paras (Italian) I was thinking about making a skirmish inf of like 6 guys with a single faust (backing up regular riflemen who don't get them) and had the notion that a single LMG might hybridize them towards firebase while still being with the skirmishers.
One thing: I would NEVER buy an LMG. Unless it's for thematic reason. But a single faust yeah. That works well as a threat. Just don't start hunting with it
@@boltactiontutorialsbybomor3846 yeah, I pretty dour in LMGs in general, but since it was sort of mentioned in this layout I was wondering about cases where the option to buy one may intersect with another choice.
What about pistols for firebase infantry? Early war Partisans are the only regular+ quality unit I’m aware of that can take both all pistols+1 LMG though.
That would defeat the purpose, IMO, as a single snipers shot would render the unit useless as a firebase. Pistol partisan are excellent assault infantry. Having them sitting in your DZ seems waste full to me.
@@kanrakucheese that would cost you 55 points for four shits. An MMG team that everyone competitive think is trash costs 50 points for five. Yes the LMG can move and fire, but that is still pretty bad useage of points IMO. Especially so if we consider the recce Jeep, which can get 5 shits, manouverability, recce AND is harder to kill for less
Great video!
Adding time-stamps for easier navigation.
@1:32 Intro
@2:19 Roles
@4:36 Skirmish
@13:23 Assault
@28:37 Firebase
@33:22 Horde
@42:00 Engineers
@48:35 Multi-purpose
@52:14 Objective holders / Dice Spam
@57:36 Specialists
I revisited this video today, playing while painting my Italian Alpini. thank you for the rule review, strategy discussion and your tips& tricks.
glad you liked it
You were spot on with your analysis of Japan's lack of real assault infantry. I instead like to use the full 10 man cav squad with tough fighters. At least this way i am engaged by rifles at long range. But really it's just an excuse to have 10 dismounted models all wielding swords.
Lovely Bo..
Dont have a problem with the length of this episode. Its perfect haha
Great video, very usefull, by the way great choice of image at 28:38 (in my opinion that's the best infantry tactic for italian)
Useful tips, helpful for me as beginner. thanks for sharing your ideas.
28:00 Thank you for this one. Taking Notes!
53:15 This is so great. I started Playing the Germans in my Local Playgroup.
And The Past 8 Games I had good Games, while Learing, But Each Player Kinda got the Upperhand in the End.
American Airstrikes, Banzei Charges, Stubborn Veterans.
The Enemy Player seemed also to have so Dice Luck... but I won't Complain. I want to field a fun, STrong German Army, that gets Feared and not Stomped.
Thank you Bo!
12:18 Thhank you so much for This!
Brilliant. Thanks. really informative.
Really enjoyed this!
Multipurpose infantry:
I don't agree with you on all accounts.
The late war German infantry squad do work as a multipurpose infantry. the reason for a mixed loadout is to fine a balanced between movement, range and firepower.
My normal loadout is 8 man, 2xAR, 1xLMG, 2xPanzerfaüst for a totalt of 120pts.
With this unit you can do range, up close and anti tank work. I find that this units sweet sport is 18-12" you are safe from assault, flammers and smg units. yes smg units can move forward and hose you, but normally you have just sprayed them yourself, so it is a deminished unit that returns fire.
But this greats strength is to out shot and out battle "skirmish units" with impunity. you have the range and firepower to suppress them before they can hit you. there a loads more thoughts that goes into this, like number of infantry slots vs points and needs. Hit modifiers and so on.
hey, if it works for you, all the more power to you.
really nice tutorial! thanks
Question regarding your concept of skirmish infantry and equipment, would BARs be overkill in your opinion? It is still roughly in that range, and if American still benefit from the Fire and Maneuver
Interesting video I find Germans can be too expensive to use in assaults as they don't receive any special rules in CC. I mean veteran fanatics are very expensive. However if an opportunity arises where the Germans outnumber an opposing unit it may be worthwhile.
I agree they were just an honorary mention
This was really good - I play Poland, so we don't have great skirmishers, but we have good Assault Infantry, so I tend to use that to make up for the gap, and then use light tanks/tankettes for skirmishing.
In terms of Japanese assault infantry, in that vein, would you consider Japanese Cavalry (from the Empire in Flames book) as assault infantry? I don't know that they'll work that well in that role (as they are only regulars), but at least they are fanatics with tough fighters (as long as they remain mounted)...
yes japanese cav would be assault infantry IMO. the combo of TF and Fanatic being REALLY good, even though they are only reg
IJA/IJN scouts get tough fighter if you give them all SMGs.
but aren't a sizable unit
Very helpfull! Thanks a lot!
Great video - all useful info to get the brain ticking over for a list; Question with regards to a Great Britain list - is there an Engineer section with flamer option available for tournament play that fits with a reinforced platoon/Armies of restriction that you know of pls ?
Yes royal engineers, but they are 0-1
@@boltactiontutorialsbybomor3846 Thanks for the response; EasyArmy list Royal Engineers from Western Desert campaign book; are they still eliginble? - also sorry (new to BA) what does 0-1 mean pls ?
@@Mcshine05 really depends onthe TOs but yes
1:02:40 Thank you!
What's your view on running a flamethrower team Vs An Engineer Unit? Do the other models in the engineer team just become ablative wounds for it?
They do... Making it more survivable after an attack run
I think you underestimate LMGs, though I am not a super competitive player, I have done well at some small local tourneys. LMGs range bonus is very useful, as they can get in some shots no matter where the squad currently is, and have that extra 6" before the long range penalty. That often means the squad will be getting those 4 shots at 6s where the rest of the squad needs 7s.
They are usefull. But waaaaaaaay overcosted. They should cost app. 12 points
Whilst LMGs have occasionally been useful for out-ranging an opponent, if there were 3 squads wih LMGs I'd rather scrap the LMGs and take another squad of 6 regular infantry. That's an extra order dice and with 6 of them likely another pin possible thrown at the other side.
In our next BA League we're having LMGs as the same points and effects, but loaders aren't needed and they cause D2 pins if LMG and D3 if MMG. Just gives a bit more firepower for the points and puts MGs in the role of pinning the enemy in place while they get bum-rushed by other units (as happened and was doctrine)
As a 'rivet counter' (as Bo so eloquently calls historical players 😂) taking an LMG just seems normal, but yeah in the current rules for infantry they aren't worth it competitively, but fine for historical match ups 👍🏻
Cool vid. A couple of questions:
- I didn't see the MMG team included in the firebase team. Do you think this is a good alternative to a 5 man squad (1 NCO, 2 LMGs, 2 loaders)?
- Should the rifle squads, AKA skirmishers, include LMGs?
Thanks
That would be a :no and a No, from me. Mmg teams are immobile and overcosted ( a truck with a pintle mmg is cheaper). Lmg's on infantry are horrible overcosted. 20 points+ 2 riflemen for four shits.... Never worth it
Not the mention an MMG team can be taken off the board with one Sniper shot! The 2nd edition rules being what they are, you will almost never see an MMG on the table
@@LaserRazorTaserTrap Fair enough for a comp. But I actually have only played for fun and they're a fun unit to play. You can take them inexperienced and use them to throw down some cheap pins.
"Don't buy more then 8 men in a unit"
Me a Chinese player who buys 14 man unit
"WHAT?!"
Do you buy regulars or veterans in 14 man units? For what purpose?
Is there any value in having a Pzf on a "Firebase" infantry unit, particularly if I'm considering putting an LMG on them? I have some Late War paras (Italian) I was thinking about making a skirmish inf of like 6 guys with a single faust (backing up regular riflemen who don't get them) and had the notion that a single LMG might hybridize them towards firebase while still being with the skirmishers.
One thing: I would NEVER buy an LMG. Unless it's for thematic reason. But a single faust yeah. That works well as a threat. Just don't start hunting with it
@@boltactiontutorialsbybomor3846 yeah, I pretty dour in LMGs in general, but since it was sort of mentioned in this layout I was wondering about cases where the option to buy one may intersect with another choice.
so what do British regular infantry do when i dont want to put them in close combat? are they skirmishers? they sound a bit useless
Most regulars are skirmishers yes
What about pistols for firebase infantry? Early war Partisans are the only regular+ quality unit I’m aware of that can take both all pistols+1 LMG though.
That would defeat the purpose, IMO, as a single snipers shot would render the unit useless as a firebase. Pistol partisan are excellent assault infantry. Having them sitting in your DZ seems waste full to me.
@@boltactiontutorialsbybomor3846 Was thinking more along the lines of getting the minimal size LMG team as cheap as possible.
@@kanrakucheese that would cost you 55 points for four shits. An MMG team that everyone competitive think is trash costs 50 points for five. Yes the LMG can move and fire, but that is still pretty bad useage of points IMO. Especially so if we consider the recce Jeep, which can get 5 shits, manouverability, recce AND is harder to kill for less
“4 shits” lol
Excellent typo/Freudian slip
To make and assault list, how many assault units should i have?
a true assaultlist-build has 3-4 assault units
Thanks
get a microphone/ headset
I did :o)