Welcome to part two of our look at lists for Corrivalry. This time Dave Gollop and Jersey James chat about their lists. If you missed part one you can check it out here.
Dave Gollop – 50th British infantry (Overlord)
Corrvialry is the first real ‘big’ tournament of the year, and with such a vibrant scene, it’s a great chance to catch up with friends and roll some dice. When Ben asked me to write a small piece about my army choice I thought ‘that’s easy’. Once I had started I realised my thought process behind army selection was a bit more complicated than I realised.
With the reduction in points, my initial ideas were to look at taking some form of heavy German tank list, as I’ve wanted to run these at a tourney for a while. Unfortunately due to a combination of a busy calendar and lack of stock, I couldn’t see there was going to be a way I would get the army built and painted how I wanted in time. My fall-back position was my British 50th Infantry.
The Brits are an army I’ve used quite a bit over the past year at higher points values, and I’ve always placed quite well with them. Solid in defence, stoic in attack, this is an army that many play and underestimate. No one element in the army is actually that threatening, but working as a combined force they can normally punch well above their weight. Rather than take my 1750 point list and try and cut it down, I started with a blank canvas.
My compulsory choices are the HQ and two infantry platoons, which I take a full platoons. With each platoon containing a commander, 6 rifle/MG teams, plus a light mortar and PIAT, this 9 strong veteran platoon can do some seriously heavy work. With British Bulldog to keep them in assault, and backed up by a stiff upper lip (and the CiC) these two units are the guys can be found tenaciously holding objectives and driving an assault home to break the enemy.
A is for Assault
My A list is designed around the need for the force to take and objective either in attack or defending in breakthrough or Counterattack. The ability for British infantry to Night attack, and spearhead means they can cover the dead ground without taking too many casualties. Infantry attacks for all armies need to be fully committed, indecision will cost you potential victory.
Supporting the infantry, Wasp carriers are useful to remove stubborn resistance, or to allow the infantry to take on heavy tanks, while the recce carriers provide MG support and stop local counterattacks. Meanwhile the Guards Churchill’s rely on the thick armour to avoid being toasted, and are surprisingly versatile in holding off infantry counterattacks and medium tank fire while taking on most tanks and gun teams
The inclusion of the 6pdrs is mainly as a cheap AT unit that can also be dragged forwards to take out dug in HMG’s and guns, or to dig in on an objective to ward off tanks. The HMG carriers are a bit of a new try for me. Normally I would take a 2nd recce carrier unit, but then struggle to make good use of their recce ability. The thought process with the HMG’s is stationary mounted they can put out a good amount of fire, and provide another (cheap) bombardment template if needed.
Finally supporting the army from distance is the venerable 25pdrs. Much maligned for their poor firepower, their versatility to bombard, smoke, direct fire should never to taken lightly. Normal practice when not needing to smoke is range in on a position, and then keep hitting the target and forcing re-roll saves. Eventually you get the firepower role to take something down. Backing them up are a short 5.5” platoon. Really I’ve included these to hit harder targets such as tigers, or cheeky shots at infantry heavy buildings. Being trained I’m not expecting too much but they will come good eventually.
B is for Baaaaah! (Or Holding a position and not letting go)
The change for this list is the removal of the Churchill’s mobility, to be replaced by more 6 pounders and a short infantry platoon. In essence this list relies on sending all the carriers, short infantry and one artillery into reserve, while everybody else digs in a tries not to get shot!
Practice games have shown firing eight 6 pounders at full rate to be quite devastating, and their ability to support the infantry in defensive fire makes them perfect for holding objectives. One of these platoons is normally held in ambush to allow the best deployment against opposing elements. The infantry themselves are quite durable with largish units and the re-roll to help counterattack in assaults.
The aim if they successfully hang on is to be able to feed the reserves in piecemeal to hang onto the objective and blunt the attacking ability of the opponent. Many a time a universal carrier has performed a hand brake turn onto the objective to contest it at a critical moment.
Hopefully these two lists will do me proud, but ultimately the weekend will be about enjoying a few games, hopefully against some different opponents, and supping a few beers and chatting all things Flames. If you haven’t had a go, I can highly recommend attending a few tournaments here in the UK as a great way to learn and enjoy playing.
Jersey James – 1420 is a big change to the late war tournament scene when you’ve been used to 1800 points. In most army lists nearly 400 points equates to two good platoons and as compulsory choices must still be made, cuts must be made to the luxuries you afforded yourself at higher points and this leads to a little more thinking before lists are submitted for events.
When I pick a list for Flames of War I consider several factors. Do I want to take a company which attacks or defends? How many platoons will I need to win with that company? Can a first draft of the list deal with specialised lists like infantry hoards or heavy tanks? (and if not, can I change it so that there are less lists that will worry me when the draw goes up!)
I’d had elements of the Indian Recce Squadron I’m taking for a while, but it was writing lists for Corrivalry that pushed me to finish it. I have new German infantry too and was considering something from Bridge at Remagen, but after a little thought I believe that mechanised lists will be the surprise package in 2016 for late war comps due to the points (even if this one isn’t the best list and one of the more experienced players does this better!)
Tables are going to feel bigger as there will be less on them, especially against armour and elite infantry will be having less support behind the core platoons meaning speed will be important. Platoons may be in short supply or be more fragile than normal meaning you need every bonus you can to keep them alive (and recce rules do that as your units are harder to hit) and you can min-max with mechanised companies if you feel so inclined, getting small recce platoons alongside support platoons to provide anti-tank, smoke or templates which makes lists very flexible.
This is why I picked the Indian Recce Squadron; Fearless Veteran Platoons allow for survivable, small recce units which bulk up the platoon count whilst support provides smoke, a bombardment, high anti tank values and a large mobile infantry platoon.
This was the base list I picked, which has nine platoons (a lot at 1420) thanks to the two Jeep platoons. These, though do far more than afford me a destroyed platoon. The AA machine guns and ability to lift gone to ground units make these fearless veteran, save on a 3+ a thorn in the side of my opponents. Humbers and Carriers provide support for the armour, mortars and infantry which do the bulk of the hard work, watched over by the AA.
In half on, half off missions I can start with the big infantry platoon, both armour platoons (the Shermans smoke for the TDs) and the mortars for a bombardment but on the offence the army can move quickly with the Indian War Cry rule meaning the infantry may actually be able to push enemy platoons back.
When Ben read the list though he felt that it might struggle against the likes of Robin’s Soviets as it would struggle to deal with massed tanks. I agreed, and soon list B was written:
In this list the infantry platoon is slightly smaller, as are the Humbers, but the Carriers gain PIATs and most importantly, in place of the AA platoon (the list drops to 8 platoons) there are two more M10c 17lbers. Working in tandem with the Shermans this means a possible 8 shots at armour at range with good enough AT to worry a Panther and smoke to prevent return fire at the tank destroyers.
In half on, half off missions, the same four platoons can start and even though there is now very little AA in the list, at 1420 I expect aircraft will be one of those luxuries seen less of. I do feel the list lacks a good template weapon, and the heavy mortars are in the list to do the best they can but I fear they may come up short against the heaviest German armour which some people will still take.
I’m not going to have a single game with this list before it reaches Corrivalry, so this will be an interesting and hopefully fun first experience with a mechanised company at an event and if you’re drawn against me, I very much look forward to the game! I don’t expect to place well with the list unless events favour me or I hold my nerve and play exceptionally carefully with the recce, we’ll see in just over a week.
Well that finishes the look at the army lists for this years