Today we had a big fight between 1000 points of PLA and British EFTF.
My PLA had Two full squads, one squad of just the first fireteam, an IFV, and a Type 99 Tank.
My enemy fielded the challenger 2, and 3 full sections of infantry, and a command section.
We deploy in opposite corners on a 6x4 table. A warehouse sits in the middle and the north and south sides of the table have streets lined with low walls and low debris useable as cover for infantry.
On the second turn after some simple positioning, he uses his command section to give the challenger 3 actions, moving it from behind a wall and fires down the southern street, blowing up my type 99 in one shot, a kill result from the front. He then uses the third action to drive it back to a position on his side where he can use its three actions to move and fire down either street.
With a d10+4, the challenger has a 40% chance of blowing up a PLA tank with a kill value of 11+ on any particular shot. I'm not sure if tanks can take cover, but my PLA tank could sure use the cover to increase its lifespan. Otherwise, I'm religated to using it only as a threat, revealing it to take a first shot at the enemy.
At only 75 points the command section for the EFTF is pretty much a must have in any situation. That's pretty cheap for an extra action, especially if it's used on a unit as powerful as the tank. I can't imagine anyone not taking this unit if you have one available.
With the loss of my main anti armor ability, things go straight downhill. My IFV does a good deal of damage along the northern street and prevents a large scale infantry advance. Meanwhile along the south street my infantry are fighting scattered british fireteams, they do well against the enemy infantry since with their larger numbers and use of cover I easily suppress and kill both the infantry moving along the southern street, and those trying to cut through the center buildings as they pass through a courtyard in the center of the map.
Unfortunately, that damn tank is a constant threat on both sides of the map since with three actions it effectively con move to fire on both the north and south streets on his turn. It mainly hangs out closer to the south street where it pops in and out of cover to inflict horrendous losses on my infantry, which is where I suffer almost all my losses along the southern street.
Also, my PLA rocket launchers are of no help, with a range of only 20" and the way blocked by infantry and constant tank shelling, I can't advance close enough to fire on the tank. Cover doesn't help with the cannon blasting anyone in cover, and anyone standing next to the impact point. Nor does it help that when I finally have a chance to shoot a rocket at the tank, I need a 6 or better to hit and I keep rolling 3s.
My APC can't do much either since it's even weaker than the tank, and one hit from the challenger will probably destroy it. After the initial shots used to stop the early infantry advances along the north street. It must retreat behind a building or else the challenger will pop out and destroy it.
I do well against the infantry, but the tank just keeps inflicting losses. Right around when the game was basically over, I rev up my IFV and ram the challenger inflicting 1 damage through its armor. The challenger fires back, but he rolled a 1. Probably had a bad angle and the round bounced off the top of the apc allowing it to survive one more turn. But, it was destroyed anyway on the next turn.
Overall a fun game. Makes me think I should just keep my PLA tanks hidden until either I know whether tanks can get cover (hull down) and I can get a shot in first.
One change I would like to try out is making the kill value on tanks a bit higher front the front. This'll help make tanks last slightly longer in head to head fights at range, but still very vulnerable to being one shot killed in the side or so. While not entirely realistic, it makes for a bit more satisfying use of tanks. As from what it looks like, tanks seem to explode a lot in the first few rounds of the game.
My PLA had Two full squads, one squad of just the first fireteam, an IFV, and a Type 99 Tank.
My enemy fielded the challenger 2, and 3 full sections of infantry, and a command section.
We deploy in opposite corners on a 6x4 table. A warehouse sits in the middle and the north and south sides of the table have streets lined with low walls and low debris useable as cover for infantry.
On the second turn after some simple positioning, he uses his command section to give the challenger 3 actions, moving it from behind a wall and fires down the southern street, blowing up my type 99 in one shot, a kill result from the front. He then uses the third action to drive it back to a position on his side where he can use its three actions to move and fire down either street.
With a d10+4, the challenger has a 40% chance of blowing up a PLA tank with a kill value of 11+ on any particular shot. I'm not sure if tanks can take cover, but my PLA tank could sure use the cover to increase its lifespan. Otherwise, I'm religated to using it only as a threat, revealing it to take a first shot at the enemy.
At only 75 points the command section for the EFTF is pretty much a must have in any situation. That's pretty cheap for an extra action, especially if it's used on a unit as powerful as the tank. I can't imagine anyone not taking this unit if you have one available.
With the loss of my main anti armor ability, things go straight downhill. My IFV does a good deal of damage along the northern street and prevents a large scale infantry advance. Meanwhile along the south street my infantry are fighting scattered british fireteams, they do well against the enemy infantry since with their larger numbers and use of cover I easily suppress and kill both the infantry moving along the southern street, and those trying to cut through the center buildings as they pass through a courtyard in the center of the map.
Unfortunately, that damn tank is a constant threat on both sides of the map since with three actions it effectively con move to fire on both the north and south streets on his turn. It mainly hangs out closer to the south street where it pops in and out of cover to inflict horrendous losses on my infantry, which is where I suffer almost all my losses along the southern street.
Also, my PLA rocket launchers are of no help, with a range of only 20" and the way blocked by infantry and constant tank shelling, I can't advance close enough to fire on the tank. Cover doesn't help with the cannon blasting anyone in cover, and anyone standing next to the impact point. Nor does it help that when I finally have a chance to shoot a rocket at the tank, I need a 6 or better to hit and I keep rolling 3s.
My APC can't do much either since it's even weaker than the tank, and one hit from the challenger will probably destroy it. After the initial shots used to stop the early infantry advances along the north street. It must retreat behind a building or else the challenger will pop out and destroy it.
I do well against the infantry, but the tank just keeps inflicting losses. Right around when the game was basically over, I rev up my IFV and ram the challenger inflicting 1 damage through its armor. The challenger fires back, but he rolled a 1. Probably had a bad angle and the round bounced off the top of the apc allowing it to survive one more turn. But, it was destroyed anyway on the next turn.
Overall a fun game. Makes me think I should just keep my PLA tanks hidden until either I know whether tanks can get cover (hull down) and I can get a shot in first.
One change I would like to try out is making the kill value on tanks a bit higher front the front. This'll help make tanks last slightly longer in head to head fights at range, but still very vulnerable to being one shot killed in the side or so. While not entirely realistic, it makes for a bit more satisfying use of tanks. As from what it looks like, tanks seem to explode a lot in the first few rounds of the game.