By John Desch
So you
want to be an ARPer? You heard tell that
US Armored Rifle Platoons (ARPs) are the shizzle and now you’re finally ready
to jump in? That’s good news, because
you just signed up to play what is possibly the single most effective platoon
in Flames of War. This is no accident because General Leslie McNair, chief
architect of the US Army in World War II, strayed uncharacteristically from his
stingy approach to All Things TO&E, and opened his administrative wallet to
make sure the American Tank Corps had effective mobile infantry support. It’s a self-contained army and a proven
tournament winner.
A
Modeler’s Nightmare, A Gamer’s Dream
Once
you’ve made the decision, the process of buying, building and painting our newly-chosen armies can be a painful metamorphosis for some of us. In the case of the ARP in Flames of War, the
bad news is that we have our work cut out for us. The initial outlay of funds is not
inconsiderable, and the investment in scarce hobby time is substantial by any
measure. You have tracks and little men
to paint, and the platoon is big.
Moreover, you’ll need two of them plus a command group to field an
Armored Rifle Company (ARC). The good news is that your finished ARP is the one
of the Type O’s (as opposed to typos) – universal donors – of Flames of
War. The ARP is as good in Mid War as it
is in Late War, and once the initial investment is made, great for both. Take the time to crew your tracks, and even
add in a few extra figures for little individual vignettes. For a small additional effort, your opponents
will be awed and your overall gaming experience enhanced.
Mortar platoon support for the ARP |
Here's a couple of hints on markings and getting playing aids to help you run
this fairly complex platoon. Firstly,
mark your tracks so you know what’s in ‘em.
This is key. I put a gold stripe
on my platoon leader’s track, white stripes on the rifle section tracks, and
red on the crew-served weapons. You, of course, can do any scheme you like, but
make sure it’s sufficiently visible at a glance. Additionally, you need a handy carrying
tray for your platoon. Admin playing
space (Ed: that magical space where you store your dice, your dudes and your rules) can be a premium at some tournaments, so the easier it is to lay your ARP
eggs, the easier it will be for you to play smoothly. Time is often not on your side as the
attacker, so the less time you take in putting teams out the better. Mark a dedicated, labeled spot for each team
so you – and your opponent – can instantly figure out what’s what. The less time you spend unraveling your
admin, the more you have for critical on table tactical decisions.
Dice
Before Dishonor
Each
full strength ARP is outfitted with a command carbine team (“Hey, LT.”), five
auto-rifle teams, four or five bazookas (“zooks”), two light machine guns
(LMGs) and one deadly little 60mm mortar: a salty 14-team strong death dealer
of dice-whipping punishment that can take a punch too. When configured
for maximum firepower, and factoring in crews to fire passenger-fired weapons
and the anti-tank gun option, you can bust 22 AT2, FP6; 6 AT4, FP5; 2 AT10, FP5;
3 AT7, FP4; and 2 AT1, FP3 caps downrange.
That’s 37 shots of morale-sapping loving! Personal morale check, please! Double that for two ARPs in each company and
you can begin to see why these platoons are General Tso good.
Raw firepower is awesome in its own right, but wait, there’s more. The ARP is Transformer-like in its ability to change modes from defense to attack and back. Attacking in this mission? Mobility and firepower are there at your fingertips. Defending? You can do that too with a lot of boots capable of holding ground against either tanks or infantry or both. Attacking and defending at the same time? No sweat, you can do both with your company. Sometimes your initial plans goes to sh…seed, and you need another one – fast. Your ARPs are up to the task.
Proper marking of the platoon is key. |
So
you’ve painted your ass-kicking little American army, and you’re ready to build
your tournament force. Here’s more good
news: Americans get excellent support
options in both Mid and Late War periods.
You’ve started with the basic ARPs.
I strongly urge you to swap out a zook and take the pugnacious little
37mm in each platoon. This will keep
light armor from sniffing around too much and is great for blowing infantry out
of foxholes when attacking.
Always buy adult leadership when you can. In Mid War, Harmonize your list with the utterly indispensable 40-point General Harmon in his low profile jeep. He not only gives you the extra higher level warrior rerolls, he allows a super-Avanti move half the time, can unpin platoons at the beginning of the fire phase (two sips at the cup for crucial platoons), and frees up your XO to threaten objectives or lead flank marches. Opponents will surely get angry at him, and go gunning, but you don’t really care as he doesn't bleed victory points like his chum Patton. Speaking of Old B&G, he’s pure cheese and worth every bit of his 100-points.
Next, you need tanks. Lees seem to be in vogue these days with their cheaper price and fistful of dice per tank. Shermans are pricier, but better at standing up to many Mid War weapons and winning the tank duel. Finally, when it comes to offsetting the threat of heavy armor, there is no better choice than the M-10 tank destroyer platoon. Buy four if you can, but consider a section of two if your buds like to run KVs and Tigers. It’s dangerous to field a two-ship flotilla of TDs, as they die fast, but sometimes it’s just as important to nerf a rampaging bull. I really like Stuarts, but find I can’t afford them after taking other necessities. They are nifty gutter runners, but not main battle tanks.
Recon, get your Recon, here! Spend the extra points and get the fighting cavalrymen – the armored recon patrol with two Ma Deuce (50 cal) toting scout cars and two jeeps. These guys fight with relatively little risk using the two-up, two-back tactic, brush back the occasional ambush, lift gone to ground half the time, and provide fast reinforcing firepower when you have to leave half your stuff off the table. Avoid the little recon platoon as it can’t fight that well and dies fast.
Finally,
get some TOT-toting self-propelled artillery.
This won’t kill much being trained and all, but will get you respect,
disperse the bad guys, provide you with pinning indirect fire support or even
direct fire no save heavy breakthrough dice.
Steve the ARP wizard! |
Tactics
are simple in theory and difficult in application. But some basic tenets will help you. You will face two types of enemy: tanks and
infantry. I include all tracked forces
in the tanks category. When facing
tanks: get your zooks out, send your LMG tracks to the rear (but keep the two Ma Deuce tracks for punching light
armor) and dig in. Keep some infantry up
to help with the tank fight and to police up crucial bailed enemy tanks. When facing infantry, keep all your tracks on
the table, crew them with zooks, set your LMGs up in bulletproof cover, and get
that mortar to start pumping out rounds.
An ARP as part of Tank company is great tool. |
Bill Willcox shows his ARP "War Face"!! |
Combat team working together. |
Add some Bazookas to your tracks for some flavor. |
In all
games, push hard. If you've not lost
five or six teams per ARP, you’re not pressing hard enough and on the right
road for a Patton Slapping. Your
platoons are big, so be a bully! Punch
and take a punch. This is not to say
that you should act foolishly, as after all, in Mid War you’re only
trained. But be bold. In the face of stern AT assets, dismount two
of three teams in each track. Also, if
you have the time, bust jungle. Bogged
is not dead. (Okay, so usually it
isn’t.)
Sadly,
your trained MW ARP will not excel at assaults.
They’ll mop up a decimated opponent in good shape, but rarely bust
through a stout line. LW vet ARPs can, on
the other hand, assault effectively.
I’ve
enjoyed running ARs for years. I hope
this little piece fosters a bit of thought and helps you win your next
game! Good luck!
John Desch is a wily sage of painting and playing this little hobby of ours. As a key member of the I-95 crew he can be seen regularly running and playing in a host of high quality tournaments up and down the East Coast here in the States.