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Bolt Action- Fielding Heavy and Super Heavy Tanks in 1000pt games (10 posts)

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  • Avatar Image akblu109p said 1 week, 5 days ago:

    So, as some of you know, I’ve been playing around with fielding a Tiger 1 tank in a 1000pt list to some good effect. It’s more for fun as its not a really competitive tactic to field such a points sinker into your list, but with careful management, it can’t quickly dominate a side of the board.

    I’m just curious if you guys have ever come across this? My biggest struggle is what to field with it as your infantry have to be pretty good on their own in case the beast goes under.

    Anyone ever try this besides me? How did it fair? What did you field to support it?

  • Avatar Image boaz68p said 1 week, 5 days ago:

    Over the last year or 2 on the bolt action boards (waiting for their return …) I have seen some go this road with some success, but it is an uphill battle … I think it works best as a possibility … maybe you’ll bring you tiger force / maybe you’ll being your panzer IV or StuG / maybe you’ll go tank less … this unpredictability in force deployment can help keep your opponent guessing and his force list a little more honest than … “o I’m playing a tiger list today”.

    Min-Maxing the mathhammer since 1st edition.
  • Avatar Image boaz68p said 1 week, 5 days ago:

    PS: the russian players will often run a KV1 or KV2 with a swarm of regular infantry units … as a German player could run a tiger with several regular her grenadier units along ewith a few cheap ( under 100 point ) teams to up the dice count and add more fire/pin options.

  • Avatar Image bothi310p said 1 week, 5 days ago:

    I played a lot against different opponent with a 1000 pts Tiger list. Most of the time I’m running screaming eagles infantry only. That makes the day harder for the tiger right away, because he can’t get his points back easily by shooting two vehicles or something.

    A good opponent realizes this and starts to use the Tiger more tactically aggresive than as a fire base. Gettin’ on that objective. Closing down lanes and open grounds. Etc. With only AT grenades an Bazookas I nearly have no chance to kill that thing, so I have to play around it. In 1st Edition I just put one or maybe even both airstrikes on it. And I’ve won. 100% of the time. Like 7 or 8 games. Because when the Tiger is out I have a lots of veteran infantry vs most of the time fewer normal infantry. Easy day.
    Second Edition is another page. Airstrikes don’t do that much against big tanks anymore. It has become more like that one-shot chance “do it or die”. Played two times against a Tiger list in 2nd Ed. and it was 50/50.
    So my recommendation. Go ahead. It is a fun list and actually not bad in 2nd Ed. at all. >ou can learn quite well how to make tactical use of a thing like a Tiger. Not just have him sitting around trying to shot something. But be prepared, if that airstrike (or something else), kills your Tiger it will be a sad day for the rest of the turns and you probably lose.

  • Avatar Image akblu109p said 1 week, 4 days ago:

    Do you have a example list I can look at? I’m really curious what others do for tiger lists.

  • Avatar Image akblu109p said 6 days, 11 hours ago:

    Yesterday I ended up pitting my Tiger Escort 1000pt list, and boy it was fun!

    List held up pretty dang well! I ended up losing by 1 point, wasn’t able to contest all 5 points, but it ended up dang close to a draw.

    My thoughts regarding taking Heavy Tanks after this game was, worth it, but only if it can perform. I ended up taking a veteran crew for it, which was a very hefty 495 points in the end….that’s literally half my army in points into one unit in a 1000pt game.

    I could’ve skimped and got a regular team, but my fear was pins…technically anything with a +1 to penetration could, and can pin a tank. For inexperienced that’s with every hit just like infantry units, for regulars you at least got a 50/50 chance, but with vets, unless it does damage, it doesn’t pin.

    That said, no matter what my opponent did to it, it just kept on truckin’ along laying waste left and right. Ran over a unit causing it to disperse, shot another unit from across the table and vaporized several veteran infantry with the blast. The pintle mount even shined through saving the tank from a nasty air strike targeted in on it, and also landed several kills. Luckily, I was able to ignore the opposing tank entirely due to my anti-tank riflemen team. I brought them in on a kettenkrad which motored right up behind the tank to land several pinning shots. It, coupled with the panzerfaust I got into it, pinned it up 4 times making it no longer a real threat as my opponent kept refusing to rally.

    I’d say that Heavy Tanks are indeed worth bringing to the table as the amount of unbriddled chaos they can create as they roll along, but to bear in mind that…if you’re gonna do it…go all the way. If I had brought a regular team, I would’ve been pinned into oblivion bout the amount of HMG, AT grenades, Piats, and artillery barrages that were attempted on it and a pinned to death heavy tank is as helpful as one that’s blown to pieces….

  • Avatar Image noyjatat913p said 6 days, 5 hours ago:

    @akblu what did you spend your other 500 points on?

  • Avatar Image boaz68p said 5 days, 23 hours ago:

    Good point on the value of pin resistance and high armor synergy … I’ll have to keep that in mind … sounds like your opponent might have been better off ignoring the tiger and focusing on softer targets … sounds like your tiger is going to become a beast on the table …

  • Avatar Image akblu109p said 5 days, 9 hours ago:

    @noyjatat said:
    @akblu what did you spend your other 500 points on?

    @boaz said:
    Good point on the value of pin resistance and high armor synergy … I’ll have to keep that in mind … sounds like your opponent might have been better off ignoring the tiger and focusing on softer targets … sounds like your tiger is going to become a beast on the table …

    Im out and about till late tonight, but ill post the list and strategy tomorrow.

  • Avatar Image akblu109p said 4 days, 17 hours ago:

    @noyjatat said:
    @akblu what did you spend your other 500 points on?

    Ok,

    So as promised, here is everything that I took…

    Regular Second Lieutenant + 1x Attendant: Both have Assault Rifles (AR) – 60pts

    Waffen-SS squad (late-war), 1 NCO and 7 Veteran Infantry, NCO w/ AR, 1x LMG team, 1x Panzerfaust, Fanatics – 158pts

    Waffen-SS squad (late-war), 1 NCO and 7 Veteran Infantry, NCO w/ AR, 1x LMG team, 1x Panzerfaust, Fanatics – 158pts

    Veteran Medic, Small Carbine as shown on model (Pistol) -30pts

    Sniper team (Regular) – 50pts

    Anti-tank rifle team (Regular) – 30pts

    Tiger I (Veteran) + additional pintle-mounted MMG – 489pts

    Kettenkrad (Inexperienced) – 21pts

    Total List Value – 996pts

    Order Dice – 8

    Strategy:

    The Tiger 1 tank is your punching power and I use it hyper aggressively to charge in and keep any opposing units at bay. This is only really possible as a Veteran Tiger 1 as it will attract…a lot…of firepower. Also remember that anything with +1 to penetration can potentially pin a vehicle. A Veteran crew, though more expensive, ignores all hits except those that actually cause glancing, normal, or catastrophic damage. Id also definitely recommend the pintle mounted mmg. This is very situational though as you need to remember, when used, you do get that nice extra 6 shots in any direction you choose, but the vehicle becomes “open topped” for the remainder of the turn…which means ANY penetrating damage at all blows the vehicle up. So only use it if you’re absolutely sure there is nothing that can still be given orders that could potentially damage the Tiger 1. (My personal rule is, if it goes last, I open up the tank and use the pintle MMG,otherwise, I keep it buttoned up… not worth the risk)

    2nd LT and Infantry squads push in behind it to capture and hold ground taken by the Tiger 1. Medic follows closely with infantry to help mitigate any loses due to small arms fire (saving 2x veteran infantry gains his points back, and he usually saves 2-4 infantry per my past experience). The Sniper provides additional support for the Infantry squads and Tiger 1 tank by taking out team based weapons posing threats to them. The kettenkrad ferries the Anti-Tank rifle team around the board to get into position to flank any Armored threats posed to the Tiger 1. I really don’t expect them to kill any Armor, but they have proven to pin armor enough that the Tiger 1 can easily deal with it, or can ignore it entirely. It also servers as a backup incase the Tiger 1 goes down, and the Panzerfausts carried by the infantry squads fail to pin or destroy any armored threats.

    It plays pretty well! If I was to tweak it, I’d probably remove the Sniper for a MMG if I knew i was going to face hordes of infantry…otherwise, it seems to do fine against vehicle lists.