There are many negative attributes that a
vehicle can have in Flames of War. Some are quite benign. Unreliable? Unless
you are racing around the table on a regular basis, it really doesn’t hurt
much. Slow tank? Annoying, but with the sheer amount of slow going terrain
standing around it really isn’t a killer attribute. Even awkward layout and one
man turret aren’t dealbreakers given the usual long range or numbers in
platoons with these rule.
There is, however, one attribute that
consistently scares me into not taking certain units: Overloaded. In a game
where hiding in terrain and digging enemies out of entrenched terrain features
is essential, overloaded is crippling (as it must have been in real life).
(Overloaded!)
For those of you who don’t recall, an
overloaded vehicle bogs down during a bog check on a roll of either 1 or 2.
Additionally, very difficult terrain requires the overloaded vehicle to re-roll
successful skill checks. This means that
the overloaded vehicle bogs down twice as much over bog standard rough terrain,
and far more often in very difficult terrain.
The table below outlines the bog rate of
veteran, trained and conscript vehicles over very difficult terrain:
Skill rating
|
Normal bog rate
|
Overloaded bog
rate
|
Veteran
|
33%
|
44%
|
Trained
|
5%
|
75%
|
Conscript
|
66%
|
89%
|
Even veteran overloaded tanks are going to
want to avoid assaulting infantry in buildings, crossing rivers or any other
task that requires very difficult bog checks. Conscripts shouldn’t even think
about it, with nearly 9/10th of tanks bogging on the way in.
For tanks such as the SU-100 or King Tiger, huge armor and exceptional range keep them safe, and maybe they won't find themselves in risky assaults. However, for the smallest and most "normal" tanks that are overloaded, this rule really hurts a tank's utility.
Common Overloaded Vehicles:
Hetzers
|
Sherman Crab
|
SU-100
|
Super Pershing
|
King Tiger
|
T1E3 Aunt Jemima
|
SU-85m
|
Bison (15cm sIG)
|
Panzer IV/70
|
Deacon
|
Jagdtiger
|
Marder 1
|
I bring this up as I recently became the
proud owner of a unit of hetzers (pictures below). Now, I love the hetzer. For
those of you who play World of Tanks: Blitz on your tablet, you’ll know how
much the hetzer hetzes all over its enemies in that game. My favorite times
playing have been running my hetzer around sniping all manner of enemy tanks.
It is adorable to look at and in Flames of War it has good armor and a good
gun. However, it is cursed with overloaded.
(painting credit goes to David Colman - he painted them, I gave the finishing touches)
I have wanted to include hetzers in my
lists for some time, but I’m finding it very difficult to get past this one
rule. The sheer number of high AT guns in late war means that armor 7 is
generally not too tough to crack and therefore these tanks need to utilize
cover and difficult to hit numbers as their protection. Granted, there are a
lot of fields and walls and the sort on tables that would give cover without
bog checks, but many tables (especially at say stores where 28mm games are
played heavily) are limited to multiple sets of woods. If you’re stuck with
woods and other rough terrain as your protection, suddenly stormtrooper is
generally less useful, maneuver is less useful and the risk of bogging and
being left out to dry is a big threat. This becomes more damaging when you’re
in a position to take the veteran tank hunter platoon. Their rule is brilliant
in corn fields, but a death trap if you’re stuck with woods.
(How I think my hetzers will end up every game)
Are hetzers worth it?
In terms of stats, hetzers have a similar
armor profile as stugs (7/2/1 as opposed to the stug’s 7/3/1), the same gun as
the stug (32”/2/11/3+), a hull machine gun and it is skinny enough that you can
fit more hetzers into the same real estate as stugs. The late model stug G also
has a co-ax machine gun, protected ammo, skirts and a higher price.
Per
unit cost in Desperate Measures
Veteran
|
Trained
|
|
Hetzer
|
85
|
65
|
Stug
|
98.75
|
76.25
|
As you can see, the veteran hetzer is
roughly 15 points cheaper than a veteran stug, and at the trained level the
savings is a little over 11 points. I honestly think that the additional
machine gun, protected ammo and skirts, along with no overloaded trait, make
the stug an almost no-brainer in comparison to the hetzer. Due to overloaded
and lack of skirts, the hetzer struggles as an assaulting vehicle against
enemies in rough terrain or who have integrated shooting AT, while the limited
number of machine guns makes infantry assaults against the tanks a higher possibility.
(Someone failed their bogging check)
As I said before, the hetzer is one of my
favorite vehicles of the war and I really want to find them worthwhile. I’ll definitely
be taking some from time to time on the strength of their cuteness and where
points are tight, but I just can’t see them being a go-to in the way that stugs
(or panzer IVs) have been.
Do you have any thoughts on how hetzers can
be made more effective, or tactics that let you use these little tank hunters
to full effect?
The problem is that people ignore the rules on height of terrain and concealment (p23 and on). In most games a hetzer behind a hedge is exactly as visible as a KT. If we can all start including height in our pre game terrain tours, then the lower tanks will get the sort of bonuses they should
ReplyDeleteI think that is an important point. A low hedge would conceal a hetzer while leaving other tanks in the open. I may have to make some infantry sized hedges go with the roads I'm making (look forward to an article on those).
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