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"Share your US Marines list" Topic


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The Shadow23 May 2017 7:01 p.m. PST

I'm starting to assemble my US Marine platoon and i'd like your opinions re: what will work well and what won't. Three BAR's per squad? Add SMG's, or all rifles? All Vets or Regulars? Include AFV's? If so, which ones? Add sniper, medium mortar, medium MG, bazooka, flame thrower team? I'm thinking that a FAC is a given. At this point i'm considering a 1,000 pt. team to start with, then 1,250 for tourneys, so any lists of either configuration, or just suggestions will be gratefully accepted.

Personal logo Saber6 Supporting Member of TMP Fezian24 May 2017 5:37 a.m. PST

TO&E would be 3 4-man fire teams per squad, each with a BAR. Squad Leader with SMG. # squads to the platoon. LMG or mortars attached or kept in the Weapons Platoon.

Best place to start

nazrat24 May 2017 6:36 a.m. PST

That's true for late war, Saber, but there were at least two other formations the Marines used before that. What part of the war are you wanting to model, Ed?

The Shadow24 May 2017 7:34 a.m. PST

Jerry

AS far as I can see, Bolt Action isn't totally realistic. The forces are just playable representations of real units. So i'd like to play the game with some chance of winning. :-)

It has already been noted elsewhere that the medic unit is overcosted and is not worth the expenditure of points, so i'm not going to take the time to paint it. That's where i'm going with this query. Which units, and of what configuration, should I field without nerfing myself?

d88mm194024 May 2017 12:19 p.m. PST

Officers. Lots of officers. They allow you to activate multiple units. You can move a tank and its supporting infantry together.
Snipers. The more the better. Take out his sniper first, if possible. Don't deploy too close; he has a 12" useless zone. Deploy with the best field of fire, usually centrally. He can hold up a flank or support your attack.
Mortars and indirect aren't worth the money. They get maybe one shot per game, unless you know how to roll 6s. They can maybe threaten enemy troops from camping out in good terrain, but if the target moves out, you have to start rolling again.
Spotters are likewise not worth the cost, but they can provide another 'die' in the bag. They are a luxury item. I'd rather start another platoon to double up on support troops that can do something ie: a second sniper or tank, or more officers.
A Stuart tank can be awesome. Turret gun and co-ax can fire at one target, the bow MG at another, the turret commanders .50 at another. Then other units fire at these units and cause multiple suppressions. Even if you don't kill, a lot of suppresions are good.
More officers.
The M1 Garand guys are best for attacking (no penalty for advance fire), so loose that ability if defensive.
MMGs are always good.
Flame throwers are another offensive weapon. Blast the Japs out of their bunkers. If defensive, they become a priority target.
I like Regular troops, but try to get full squads. You can ignore the first morale check if you start with a full squad. Vets tend to eat up points real fast.
More officers. And just buy one buddy for the officer. It's still a small target with a negative hit modifer(3 is a normal size target). And it gives him someone to talk to…
Small artillery pieces with a direct capability are good.
More officers. Remember, they can put your guys on overwatch. At the end of the turn, there is a chance that they can fire or stay on overwatch and catch the Japs in a banzai!

cheers

The Shadow24 May 2017 1:57 p.m. PST

d88mm1940

While i'm digesting what you've suggested; how many officers for a 1,000 pt. game? Regular officers? What rank?

Thanks for your help.

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