After watching The War Gamer on you tube and using his process to paint several German vehicles and some Russian I watched is process for painting German Grey https://www.youtube.com/watch?v=NJdLn9wQRSs Its quick and simple and his results are what I was looking for.
I didn't have the Army Painter Grey but had already primed them in a Med Grey from Home Depot. Since it was close so no need to repaint. I just followed his steps and love the results:
Still working on the painting area and lighting. These are done except for the crew which should be done this weekend. The StugD is almost done also, just touch up with Strong Tone, Decals, and a quick weathering and ready for Matte Finish. Next is a Horsch Heavy Car, PzJagI, 37mm ATG, and a the Sdkfz 7/1 with quad 20mm. I also have a Hetzer, RSO, and a Wespe, which I have seen pics of this is grey with Green camo strips, so might have to go that route with the Wespe.
The War Gamer has a lot of videos and some great tips for quickly getting figures painted and ready for the table. So take a look at what he has and give them a view.
So back to the list:
German Tank | German Tank Platoon | Order Dice: 8 |
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Motorbikes (p90) Moves at 12" for Advance and 24" at a Run with same rules and restrictions as Wheeled vehicles, except they may make any number of turns as they move. Cannot react to enemy attacks by going Down. Can react by making escape move (at normal move, not double speed). Can dismount as part of any Advance move, but cannot remount. Bike riders cannot shoot while moving. Cannot assault and can make an escape move if assaulted. If attacked at close quarters they fight as infantry. Each man fights (including sidecar passengers if equipped). Regroup 2D6" rather than D6". Open-topped (p118) Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-skins. If hit by indirect fire then add +1 to the damage result roll. Note that all hits upon the upper surface of armoured vehicles count +1 penetration regardless of whether the target is open or not - so open-topped armoured vehicles suffer a double penalty: +1 penetration and +1 damage result Recce (p118) Recce (Dual direction steering) (p118) HE (1") (p68) PEN: +1, PIN: D2 (D3 if in building) - Infantry and artillery can go down to halve the hits taken HE (2") (p68) PEN: +2, PIN: D3 (D6 if in building) - Infantry and artillery can go down to halve the hits taken Assault (p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against infantry or artillery, it can immediately make a second damage roll. Howitzer (p71) Can either shoot directly at a taget drawing its line of fire 'over open sights' in the normal way, or it can shoot indirect fire. When using indirect fire, a howitzer has a minimum range; when firing over open sights it has no minimum range. Flak All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range, regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
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Not sure how well this will work, but I have the figures and figured what the heck, lets give it a try. its highly mobile, even with the trucks. The Armored Cars can lay down some fire as they move around the table and with the +2 pen, can handle most light tanks. The Kradschutzen Squad can rush up and take an objective and be a tough nut to move off with SMGs and a LMG. The 2 full strength Infantry Squads, can hold a couple objectives and put out a ton of fire for 800 points.
So we will see. it might get adjusted based on what Karl wants to run for this tourney.
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