When you're putting a Bolt Action force together it's probably best to start off with a basic 1000 point army upon which you can build and tweak once you get more experienced and played a few games. Here's the list I will use as a jump off point for my USMC. It's a list that can count on it's mobility and firepower. Below I will also explain why I have picked certain units.
|
Bolt action USMC are usually outnumbered vs a Japanese army |
(78p) Vet. 2nd Lt. + 1 Vet. Infantry
(23p) Reg. Medic
(75p) Reg. Forward Air Observer
(128p) Vet USMC Squad
1 NCO with SMG
4 Infantry with rifles
3 infantry with BAR
Entire squad has Anti-tank grenades
(125p) Vet USMC Squad
1 NCO with rifle
4 Infantry with rifles
3 infantry with BAR
Entire squad has Anti-tank grenades
(134p) Vet USMC Engineer Squad
1 NCO with rifle
4 Infantry with rifles
2 Infantry with BAR
1 Infantry with flamethrower
(45p) Inexp.
Medium Mortar team
1 Spotter
(67p) Vet. Sniper
team
(78p) Vet.
Bazooka team
(245p) Vet. M4
Sherman 105mm howitzer
Turret-mounted
medium howitzer (2d6 HE)
Pintle mounted
HMG
Total 998 Points
and 10 Order Dice
My thoughts:
-
2nd LT. +1 inf: pretty basic and I usually go
with this whatever army I field. Veteran and small team is still hard to kill. Keep the 2nd LT. close to the infantry squads to help them make their morale tests.
-
Medic : Pretty much got that for the cheap extra
order dice and might do something, not counting on it though.
-
FAO : Using the American special rule of two
airstrikes it’s pretty awesome but I will have to avoid rolling the 1’s. I will
try and eliminate enemy armour with it or clumped up groups of units that make a juicy target for the
pins.
-
Vet. USMC Infantry squads : Vet's are harder to kill and
can take 3 BAR’s, also the American move and shoot rule make this a mobile threat. I
added anti-tank grenades to keep my opponent on their toes when they have a lot
of armour and since my list lacks anti tank guns.
-
Vet. USMC Engineers : same as the Infantry
squads but can only take 2 BAR’s and no anti-tank grenades but added a flamer
for threat and flavor. Most opponents fear the flamer.
-
Inexp.
Med. Mortar : I field this at the back with the spotter up front in hard
cover. They never really get’s pins this way so don't have to take any morale tests and can really threat immobile units
like artillery and weapon teams. Cheap to field them as inexperienced and doesn’t
affect their to hit roll, needs 6’s anyway.
-
Vet. Sniper : you love them or hate them,
they are usually an auto pick for me to take out weapon teams, NCO’s and of course the
opponent’s sniper
-
Vet. Bazooka team : It’s a vet small team and
threat to enemy armour but I don’t bank on it doing anything other then being a
bullet magnet because the opponents usually fear them. That takes the pressure
of other units.
-
Vet. M4 Sherman 105mm howitzer : Biggest reason
I picked this is because of the medium howitzer
that has 2d6 HE shots and Gyro stabiliser and I added a pintle
mounted HMG to deal pins to multiple units.
With 10 order dice I will probably be just under average
against most opponents as players usually take from 8 to 14 order dice lists in 1000 points games.
So there you go, the first list and a pretty solid base to build upon. If you have any questions, ideas or suggestions please let me know and leave a comment.
Cheers,
Seb