I am using Turning Tide and the 50th Tyne and Tees Infantry Company, which is Confident Veteran.
Command - 30 points. 1720 left.
Easy enough. I have to get a command which comes with 2 Rifle teams. As with most British lists, there are not a ton of upgrades here, so I will stick with the minimum. I get to re-roll my first failed Company Morale check with Dead Men Walking.
(2) Rifle Platoons - 180 points each. 1360 left.
Again, no real options here. These come with 6 Rifle/MG teams, a light mortar and a PIAT. At 9 stands, these are not too bad, but will not be the main platoons of my force.
It is now time to add some mobile assets. I like to run with at least 2 platoons that can run around the board and engage enemy tank assets.
Corps Anti-tank Platoon (SP), Royal Artillery (Confident Trained) - 260 points. 1,100 left.
This unit comes with 4 M10C 17pdrs. I really love this unit. The 13 AT is just amazing, and I like it being Trained to keep the cost down. I also find that I am motivated to keep these hidden and safe when Trained, as they get shot up pretty bad in the open.
With V3 changes to flamethrowers, I think that the Crocodile platoon is out. I need a substitute mobile unit.
Armoured Platoon (Reluctant Veteran) - 325 points. 775 left.
This platoon is also a great buy. With the Firefly, I add another AT 13 asset to my force, along with 3 Cromwells that move 16". The Cromwells have Protected Ammo and British Bulldog to help make up for being Reluctant. I also like that this whole platoon has Semi-indirect fire, letting me get re-rolls to hit over 16" if I don't move. This unit is a very good multi-purpose unit.
Now that I have 4 platoons, I need to start thinking about support and the number of platoons I am going to have. I think 8 platoons is a good number with 775 points left. I know I need to get some Recce and some smoke for this list.
Assault Field Battery (SP), Royal Artillery - 290 points. 485 left.
The 4 Priests and all the fixins are a big splurge. Again, I like the versatility of this unit -- I can smoke, bombard really well with the British arty rules, chase stuff with the .50cals, etc. I get a Staff Team, 2 Command Rifle teams, and a Sherman OP. I add in the Jeeps and trucks to make this unit as mobile as possible.
Air Observation Post - 25 points. 460 left.
Duh.
Recce Platoon - 285 points. 175 left.
I need Recce. I want to be able to remove Gone to Ground, get a Recce move at the start of the game, and add in some mobile machine gun platforms. This is a great opportunity to add in 2 platoons for under 300 points. I go with 3 Humber IVs, 2 Humber LRC IIIs in the first, and 3 Universal Carriers plus 1 extra hull-mounted MG in the second (which are all purchased as one option). With 3 AT 7 guns, and 2 AT4 AT Rifles, I should even be able to threaten Marders and other Recce units. I also like that I have 5 teams in this unit to absorb hits.
The 3 Universal Carriers are perfect for sneaking up and removing GTG and count as a separate platoon. If I find infantry or Nebs in the open, I can shoot them up pretty well.
Anti-tank Platoon - 140 points. 35 left.
I just cannot seem to give up on the 6 pdr gun. I think that V3 really beefed these guys up, so I grab 4 of them and their Lloyd Carriers as well. AT 10, ROF 3, 4+ FP that can hit both Infantry and Tanks sounds good to me. On defense, I can really use these guys to harden up a strong point with the Infantry.
With just 35 points left, I scan around for something to help out my poor bloody infantry.
CSM Stan Hollis, VC - 35 points. 0 left.
Hollis gives me a boost to one of the infantry platoons. He hits on a 2+ in Assaults, and his platoon passes Motivation tests on a 3+. He also has an SMG which can help out as well.
Conclusion:
I think this list is pretty balanced and should do well against most lists. I may have some trouble with giant infantry blobs and I have no way of dealing with Aircraft. Oh well, you can't best everything!
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