|Mortar platoon support for the ARP|
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.|
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.
Other options, points permitting, are self-propelled anti-aircraft (sweet for knocking down Hs-129 Flying Pigs) and armored mortars (cheaper than artillery and great for smoke). I tend not to see armored MGs as you have lots of intrinsic firepower or towed AT guns and those are of limited utility in this Swiss Army Knife force
|Steve the ARP wizard!|
|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.|