Love these ideas; I do think Assault still has a place, you just need units to soften the enemy up before you close. I do think the Polish list is pretty much spot-on: the autocannons are cheap firepower to make the enemy go Down (removing the benefit of defending a position when the assault starts), the TKS tankettes do the same thing but with more mobility, and the Marksman will hopefully remove spotters to reduce the effectiveness of the enemy's indirect fire assets (which should keep the autocannons in the fight longer). Looking forward to seeing how these lists do!
I find close combat can still work but you need to outnumber the defender, shoot them at point blank then close combat in the following turn but they need to be whittled down to 4 or less in the unit to ensure victory.
Hello, you are doing great content! Thoughts on new German units that they have previewed? And also where can I send list for review? Couldn't find any adress anywhere -Lauri
@@malcolm5514 Warlord Community previewed couple. One is 4-6 man rifle squad vet./reg. And if only 4 dudes then can take either bicycles or infiltrate. Other is in.exp 5 man squad with infiltrate and can take demolition charge Then an immobile in.exp 10+ tank with superheavy anti-tankgun at 240points. This can be taken in engineer section instead engineer squads
two major changes: now assault favors the defender, as the attacker never attacks first (simultaneous in open ground, defender strikes first if in a defensible position and is not Down). The second change is that, since shooting is easier to do now, assault units take a lot more casualties (especially if the enemy has units on Ambush) before going in, so there's a lot more risk involved with assault, and even if you win the assault, the likelihood that someone polishes off the assault unit right after the assault finishes is quite high thanks to them having activated and not being able to react to the incoming fire. I think Assault still works, just after you've prepared the enemy through softening their units first. So assault will serve more of a mop-up/dig out role (which is what it was) rather than a, "rush at a fresh enemy unit and remove it from the table" like it was in V2. Healthy change imo, coming from a Polish player
Love these ideas; I do think Assault still has a place, you just need units to soften the enemy up before you close. I do think the Polish list is pretty much spot-on: the autocannons are cheap firepower to make the enemy go Down (removing the benefit of defending a position when the assault starts), the TKS tankettes do the same thing but with more mobility, and the Marksman will hopefully remove spotters to reduce the effectiveness of the enemy's indirect fire assets (which should keep the autocannons in the fight longer). Looking forward to seeing how these lists do!
I find close combat can still work but you need to outnumber the defender, shoot them at point blank then close combat in the following turn but they need to be whittled down to 4 or less in the unit to ensure victory.
Hello, you are doing great content!
Thoughts on new German units that they have previewed?
And also where can I send list for review? Couldn't find any adress anywhere
-Lauri
@@LUL-Tips hi lauri. You can send lists to my email bom@rhs.dk. but be aware the wait might be long
What new german units? 🤔
@@malcolm5514 Warlord Community previewed couple.
One is 4-6 man rifle squad vet./reg. And if only 4 dudes then can take either bicycles or infiltrate.
Other is in.exp 5 man squad with infiltrate and can take demolition charge
Then an immobile in.exp 10+ tank with superheavy anti-tankgun at 240points. This can be taken in engineer section instead engineer squads
@@boltactiontutorialsbybomor3846 Thanks for answer. Will send some lists
What changed to make Assault so bad?
two major changes: now assault favors the defender, as the attacker never attacks first (simultaneous in open ground, defender strikes first if in a defensible position and is not Down). The second change is that, since shooting is easier to do now, assault units take a lot more casualties (especially if the enemy has units on Ambush) before going in, so there's a lot more risk involved with assault, and even if you win the assault, the likelihood that someone polishes off the assault unit right after the assault finishes is quite high thanks to them having activated and not being able to react to the incoming fire.
I think Assault still works, just after you've prepared the enemy through softening their units first. So assault will serve more of a mop-up/dig out role (which is what it was) rather than a, "rush at a fresh enemy unit and remove it from the table" like it was in V2. Healthy change imo, coming from a Polish player
@@Centaur255 Thank you for answering the question