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  • 7/27/14 12:24 AMJagdtigers of 512. Schwere Panzerjagerkompanie

    Page 1 of 5http://www.flamesofwar.com/hobby.aspx?art_id=4543

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    Jagdtigers of 512. Schwere Panzerjagerkompanie

    Jagdtigers of 512. Schwere Panzerjagerkompaniewith Chris Townley

    When Wayne put together the Schwere Panzerjgerkompanie in Nuts there was a lot ofdiscussion around the office about how great a Jagdtiger company would be. Then,when Mike focused on the 512. Schwere Panzerjgerkompanie in Bridge At Remagenthe discussion was reignited with the Confident Veteran and Reluctant Trained options togo along with the Reluctant Veterans (from Nuts).

    I decided to paint a company based around six Jagdtigers with the idea that it was betterto start off with the maximum number I was likely to field in a game. This ensured that Igot them all finished rather than ending up with a couple of unfinished tanks that I wouldnever likely to go back to.

    Chris shows off his finished Jagdtigers from 512. SchwerePanzerjgerkompanie

    Chris talks about what options he is working on for his512. Schwere Panzerjgerkompanie

    Thinking about the Jagdtigers and how they would work on the tabletop it was easy to see that they would be capableof dealing with any Allied tanks on a one-on-one basis. However, the chances were that they would be out numberedin most firefights, so the key (in my opinion) was to think about how I would support them on the tabletop.

    512. Panzer and Assault Gun PlatoonsThese options are only available to 1. Kompanie, but if you think about the idea of swapping out one Jagdtiger for fourStuG G (late) assault guns or Panzer IV J tanks it is worth looking at. They will provide you with an additional platoonof Veteran tanks that are capable of assaulting (in a pinch), and will help thin out the hordes of attacking Sherman, T-34 and Chaffee tanks that will be nipping around the flanks of your Jagdtigers. The downside is that many opponentswill look at them as being the only tanks they can destroy so you need to keep them out of the way and only pushthem into the line when they can make a difference.

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    Schwere Panzerjger, Panzer and Tiger PlatoonsThese platoons give you more options for dealing with enemy tanks without paying for the massive amounts of armourand the big gun of the Jagdtiger. For my money the Tiger I E looks like one of the better options because it ticks theassaulting option; can take out medium tanks was ease; has high enough armour to shrug off hits from 75mm guns;and comes with Tiger Ace skills. Just dont park up somewhere and have a gun duel with a Sherman Firefly or a SU-100 and you should get your points worth out of them.

    Infantry, Infantry, Infantry...The 512. Schwere Panzerjagerkompanie are supported by plenty of infantry options; there should be something foreveryone. If you are running the 2. Kompanie you can have access to a seven Panzerfaust MG stand Scout Platoon,with the option of adding Sd Kfz 251 half-tracks. Not only does this give you enough MG dice to shoot up a Sovietinfantry company, but they can also mount up and try a Mounted Assault.

    The Panzergrenadier Platoon gives you similar capabilities but with Reluctant Veterans rather than Scout PlatoonsReluctant Trained rating. The Volksgrenadier Platoon is a great option for parking up on an objective and basicallybeing a pain as they have Panzerfausts and a deadly mix of Assault Rifle and MG teams.

    Last but not least is the cheap and cheerful Volkssturm Platoon. They have enough Panzerfausts that enemy tankswont try to roll over them and they dont count towards your on table platoon count when it comes to Reserves! Dontforget that your company has the Defenders of the Ruhr rule, so will automatically defend in most missions allowingyour infantry to (potentially) start the game dug-in and ready for the incoming enemy.

    Infantry support is a key part of a 512. Schwere Panzerjagerkompanie because without them you will be assaulted by

  • 7/27/14 12:24 AMJagdtigers of 512. Schwere Panzerjagerkompanie

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    enemy infantry and outflanked by enemy tanks and tank destroyers. They will block routes of movement and forceyour opponent to spend time destroying them, whilst your other troops are busy winning the game. A platoon ofinfantry is an automatic inclusion in my books!

    Big Guns!The company is spoilt for choice on this front with rockets and barrels of all sorts. The smaller MW41 rockets are greatfor taking out infantry and dropping smoke, whereas the heavy NW42 rockets will smash anything that fails a save,but being Trained you cannot rely on getting too many full size salvos thanks to their Heavy Rockets rule.

    As for the guns you have even more variety but I am going to focus on two options: the 7.5cm FK40 option which issix PaK40 guns that can do a little bit of indirect fire, or supplement your anti-tank line-up for 295 points (ReluctantVeteran) or 195 (Reluctant Trained); and secondly the 15cm sFH18, if you need their direct fire capabilities you areprobably in trouble but it might make an attacker think twice about having a go at your artillery park, but their ability todrop Anti-tank 5 and Firepower 2+ fire will force attacking tanks to spread out a little.

    Here Comes The LuftwaffeFinally you have access to nearly any type of Anti-aircraft (or AA) imaginable; from the iconic 88, through to thesmaller 2cm and 3.7cm options. You can also get some armoured AA with the 512. Panzer Anti-aircraft Gun Platoonin the form of Ostwinds and Wirbelwinds.

    I am definitely torn when it comes to the best option here, as the 88 gives me the ability to take some of the Anti-tank load off the Jagdtigers, whereas the 3.7cm and 2cm options are cheap and (assuming) you deploy them nearyour Big Cats, will provide enough AA fire to take care of AOPs and any pesky Jabo that might be nearby. TheOstwind and Wirbelwind give you options though to take the fight to the enemy and attack unsupported infantryplatoons, or even intermix with the tanks to stop them from being assaulted. For me this one comes down to personalpreference, how many points you have left, and what you want to paint!

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    If you do not want any dedicated AA on the table you can always put your trust in some Air Support of your own tokeep enemy planes at bay. They also give you some options to hunt down enemy troops that decide to cower from the12.8cm guns on your Jagdtigers. My personal favourite is the Arado 234 B as it was fun to paint but all three optionsare worth checking out.

    What About Carius?Of course I have left the best to last. If you do not know the legend of this particular man there are plenty of places toread more (Bridge At Remagen is a good place to start) so Ill stick to game theory here. He can replace yourCompany Commander in 2. Kompanie, which nicely upgrades your Company Commander to Veteran (reducing thenumber of Time On Target artillery strikes!) and brings with him the ability to ignore Concealment and Long Rangemodifiers. However, with great power comes great responsibility and should a Hero Of The Fatherland fall in battle youwill lose a Victory Point (or VP) and your opponent will gain a VP. You are going to need to trust in that Veteran ratingwhen the shells and bombs come raining down!

    Hopefully this gives you something to ponder when it comes to building your own Jagdtiger list. A Jagdtiger company

  • 7/27/14 12:24 AMJagdtigers of 512. Schwere Panzerjagerkompanie

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    is pile of fun to run on the tabletop and depending on what you have painted already can be a fun little ExpansionPack for an existing army, or a springboard to a brand new one as many of the support options can be found in somany other lists.

    ~ Chris.

    Last Updated On Wednesday, July 23, 2014 by Blake at Battlefront

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