Seek. Strike. Destroy.
In this installment of our list dissections, I'm going to pick apart the new Tank Destroyer company from Blood, Guts, and Glory as we build up a 1625 point list. So the first big decision is of course: M10s or M18s? The main difference is of course that the M18s move faster (they're light tanks so move 16" in cross country and road terrain) while the M10s have armor 4/2/0 (compared to 2/0/0 on the Hellcat).
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Even though my TDs are recon, I know I must take some inexpensive units here, so I consider the Tank Destroyer recon unit, but at 90 points it's just a bit too pricey. So I drop down to trained and get a single section of cav recon for 70 points. I have exactly 140 left which is just enough to get a battery of 4 trained 105s. They'll be used for smoke and harassment. I also like that they are static so in any "Mobile Reserves" missions, them + Armored Rifles + a TD unit can start on the board. Not ideal, but better than nothing.
So there it is, all 1625 spoken for. HQ + 2 units of M18s + 5 trained Stuarts + Veteran Armored Rifles + Trained Cav Recon + Trained 105s. Now, let's talk about what this list is capable of.
Defending in a lot of defensive battles is going to be a mixed bag. Vs a horde of tanks it will probably struggle. M18s are the ultimate glass cannons- what they don't kill will kill them. But concentrated fire, effective smoke and terrain use, and herding the enemy with the Armored Rifles can mitigate that. I'd rather face a veteran panzerkompanie than a FHH Panzerbrigade, that is for sure.
Attacking is, again, very situational. Against some opponents the speed will be overwhelming. We can be in the enemy deployment zone on turn one, and shift our attack rapidly when resistance is hit. On the other hand, we just cannot take effective fire. Well placed Anti tank guns can shut us down quickly if we're not careful, though I do believe the speed of this list will allow us to dictate where the engagements occur- preferably AWAY from static AT assets!
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Fair Fights are where this list really shines in my opinion. In a Free For All for example, we are able to quickly redeploy and throw our opponent off guard. The ability to hold our M18s from committing to the field until we know it's the right time is very beneficial. We should be getting 8 shots at short range coming out of pseudo-ambush every time or we're not deploying them to their full potential. I don't know many lists that can survive 16 AT 13 shots coming at them at the crucial time that I decide.
So in conclusion I think this list is a really fun and unique option for the Americans. I don't think it's a total killer in my hands though- there's enough shortcomings to make me hesitate using it in a tournament setting. Partially, though, it's just that it doesn't fit my playstyle. This list has a good shot of being the defender and I much prefer to attack! Still, this list has the potential to scare the pants off of German armor players, and I am looking forward to getting it on the table, I just hope it's in a situation where I can get all of my platoons on and dictate the pace of the engagement!
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