Games Workshop has established itself as the start and end of the conversation for many hobbyists. Those wishing to get into the hobby of tabletop wargaming are usually presented with GW as an easy way in. You can get the game, the models, the lore, the paint, the brushes, the sprue clippers, the dice, the water pot, the files, the hobby knives, the model holders, and so much more all from GW. I suspect it is rare that someone just looking to get into the hobby will go to their local GW store and walk out with all these things in one shot but there is a good chance they will pick up the “necessities.” Maybe they’ve played some of the video games, maybe they have seen the memes, or hours long lore videos on Youtube. Maybe they have a friend who is part of the hobby and has some notions of what being in the hobby means. By any of these means they are already exposed to the Church of Games Workshop and with such investment, how could they leave? The rest of the tabl
The Americans in Late-War have a perceived weakness in their D-day book: only having one unit with an anti-tank rating above 12. This means a few things, American players can struggle against heavy tanks, and they need a different answer to the heavy tank problem than say Germany or the British. Both of them have the luxury of having ample high anti-tank capability where the difficulty is lining up the shot. This is also the case with the M12 155mm SPG but it’s an unreliable and ultimately unnecessary solution. Only 4 shots per turn is a problem, on 4’s and 5’s to hit I am personally skeptical of its performance. It can work and prove a nasty surprise but I do not think American players should simply have the M12 in their list and feel safe from heavy armour. The answers for american forces are a little more nuanced so we’ll explore these answers in general and move onto some particulars. Heavy tanks essentially pose two threats, one: difficult to remove high end AT, and two: assault