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Measures Of Desperation: Part Two
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Measures Of Desperation: Part Two
The Panzer and Panzergrenadier Kampfgruppes
with Bede Bailey
Last time we took a look at the first two new lists from Battlefront Miniatures latest release, Desperate Measures. The Panzer Ausbildungs, representing the final cull of Germany’s military training facilities, gives players the option of fielding stripped-down Panzer Companies with a large number of Trained tanks. This time the focus is on the Panzer and Panzergrenadier Kampfgruppe lists which give the option of playing as Trained or Veteran. Many players will be happy to combine some of the flexibility of the Ausbildungs lists with the potency of Veteran troops to design some very playable Flames Of War companies.
Read Measures Of Desperation: Part One here...
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Like the Ausbildung, the Panzer and Panzergrenadier Kampfgruppe have a number of new special rules which impact on the way they are played, and a number of new options in the lists which open up some new tactical opportunities. This article will once again take a look at these changes and additions, and make some list suggestions at popular point levels. After that, it’s all up to you to get some games organised and enjoy recreating the final battles on the Eastern Front in World War Two.
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Both the Ausbildung and the Kampfgruppe are affected by the Tailor-made
Battlegroup rule. This has been seen before with the German Panzer Brigade
lists. Due to the nature of these formations, they cannot use the German
national Kampfgruppe rule. For many players this in not a huge change as the Kampfgruppe rule is not used regularly, especially with Late-war tank
companies. The other rule which covers all of the German lists in Desperate
Measures is Enjoy the War. As discussed in part one of this series, this rule
changes the moral check from a platoon check to an individual team check. This
is great news if you’re a single team as you get a 3+ Fearless roll as opposed
to a 4+ Confident role, but bad news if like me you usually have your CO around
for his re-roll. Under the Enjoy the War rule, the CO can only re-roll his
own check.
The Lists
At
first glance, the Panzer Kampfgruppe list seems to fit the traditional
mould which experienced players have come to recognise. However, there
were a number of additions to the late Late-war German arsenal several
of which are represented in this list. At smaller point levels, such as
the increasingly popular 1350, Veteran tank armies will only contain a
small number of tanks. However, in this case, they can be supported by
the flexible Grenadier Kampfgruppe Platoon.
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1350 Point Panzer Kampfgruppe (Confident Veteran) |
Panzer Kampfgruppe HQ
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with one Company Command Panzer IV J & one 2iC Panzer IV J. |
175 points
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Combat Platoons |
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Panzer Platoon |
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with four Panzer IV J.
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350 points
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Panzer Platoon |
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with four StuG G (late)
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395 points |
Support Platoons
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Tracked Panzerspäh Platoon
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with one Panzerspäh Patrol
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115 points
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Grenadier Kampfgruppe Platoon
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with Command Panzerfaust Rifle/MG team, two Grenadier Squads, two Panzershreck teams & three Weapons teams.
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315 points
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Total Points: |
1350 points |
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In this particular list, the Panzer IVs are there to act as
a multi-role platoon for either supporting the StuGs in the tank hunter role or
supporting the grenadiers in taking out enemy infantry. The StuGs are primarily
there for hitting enemy tanks as the extra armour they carry makes them more
survivable. There are plenty of other options for the combat platoons, such as
Panthers, Panzer IV/70 (V or A), Hetzers and Jagdpanzers. However, at smaller
point levels many of those options are unaffordable.
The list is rounded out with the Reconnaissance platoon and the Grenadier Kampfgruppe. The reconnaissance is a simple choice, with many different options available. Players can choose a Panzerspäh Platoon, a Tracked Panzerspäh platoon or a Heavy Recon Platoon. The Grenadier Kampfgruppe adds an incredibly flexible option to the list. The platoon is split into three parts. The main section provides the Rifle/MG teams that will provide most of the heavy lifting. Add to them are one or two Panzerschrecks to keep enemy tanks honest. The most flexiable component are the Weapons teams. The player can choose between a number of teams to make up the section before the game begins so the Grenadier Kampfgruppe can be tailored to your opposition. You can take a PaK40, a PaK50, infantry guns, MG42s or 8cm mortars. Facing Soviet infantry? Take the HMGs. Facing American tanks? Perhaps the Paks are better option. Depending on the opponent and/or the mission, you decide what is best.
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Panzergrenadier Kampfgruppe
Alongside the Panzer Kampfgruppe, players can opt for a Mechanized Kampfgruppe which would give them more opportunities to defend if that is what they prefer. The Panzergrenadier Kampfgruppe also contains a number of options that are not available to the Panzer Kampfgruppe giving them a nice point of difference.
The core of this company is the pair of Gepanzert Panzergrenadier platoons. Made up of seven Panzerfaust/MG teams and four Sd Kfz 251 half-tracks, they can attack using their mobility and firepower to pick a point of attack. On defence, the halftracks can be used as mobile MG nests while the Panzerfaust/MG teams are equally difficult for infantry and tanks to assault. Never underestimate the amount of fire even a pinned Panzergrenadier platoon can put out as they are still ROF 2. Between them, the two combat platoons will give the cannon platoon and Hans-Ulrich Rudel time to act. There is the option to swap a regular Panzergrenadier platoon with an Assault rifle armed Sturmgrenadier platoon but this is an expensive option.
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1500 Point Panzergrenadier Kampfgruppe (Confident Veteran) |
Panzergrenadier Kampfgruppe HQ
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with one Company HQ. |
80 points
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Combat Platoons |
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Panzergrenadier Platoon |
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with HQ Section & three Grenadier Squads.
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280 points
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Panzergrenadier Platoon |
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with HQ Section & three Grenadier Squads.
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280 points |
Weapons Platooons
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Cannon Platoon
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with six Sd Kfz 251/22 (PaK40) |
390 points
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Support Platoons
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Panzerspäh Platoon
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with one Panzerspäh Patrol
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120 points
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Rocket Launcher Battery
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with one Launcher Section of three 15cm NW41.
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105 points
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Luftwaffe Light Anti-Aircraft Platoon (Reluctant Trained)
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with three 3.7cm FlaK43
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65 points |
Air Support
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with Oberst Hans-Ulrich Rudel. |
175 points
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Total Points: |
1495 points |
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The Cannon platoon in the Panzergrenadier gets a significant boost with the arrival of the Sdkfz 251/22 (PaK40). Basically a PaK40 Anti-tank gun mounted on a half-track, this vehicle can fulfil the same role as a Marder tank destroyer. However, the Cannon platoon can take up to six guns which will give you a return of twelve Anti-tank 12 shots when stationary (such as an ambush). This is not to be sneezed at as it dramatically increases your chances of breaking a typical Veteran four-tank Sherman platoon. If that platoon includes a Jumbo, all the better as you’re more likely to get hits on the other tanks as well. Even six moving shots is not to be sneezed as, especially when you can squeeze the tiny half-track hulls into all sorts of spaces in order to maximise shots. To top it off you have an AA MG to help keep enemy planes at bay.
Reconnaissance is an obvious pick, and in a Mechanised company it is always nice to fit in a bombardment option. The Nebelwerfers can fire a damaging bombardment, but can also be used to fire smoke. They could support the cannon platoon by blanketing one enemy platoon leaving the other to be engaged by the Pak 40s.
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The most interesting addition to the Panzer and
Panzergrenadier Kampfgruppe lists is perhaps Hans-Ulrich Rudel. The
famed Stuka pilot and ardent Nazi, who was the most decorated German
soldier during the Second World War, is the first warrior in Flames Of
War who is air-based. Due to this his character has a unique set of
special rules which need some explanation.
Rudel flies in a JU 87G and counts as having Limited Air Support (e.g. you start with a pool of five dice) but only one plane can arrive. Unique amongst warriors in Flames Of War, Rudel is covered by the special rule Charmed which means that even when he is shot down, he is not permanently destroyed. In game terms, he has made a miraculous escape and could be back strafing the enemy in the next turn. The most important difference between Rudel and all other air attacks is in the manner of allocating hits. Using the special rule Stuka Ace, Rudel is able to auto range in on any target, even if they are concealed. A target platoon is selected and two dice are rolled hitting on a 2+, and despite only one plane taking part you never have to re-roll hits. Any hits are allocated by the defender. With Anti-tank 11 and Firepower 3+, the Stuka Ace rule makes Rudel a devastating option, equally capable of hurting artillery parks and tank platoons.
A Warrior such as Rudel adds an extra dimension to your force. No opponent is going to sit around waiting for you to attack when they are being hit every turn with such a powerful weapon. They will try to close the gap with your force as quickly as possible, which plays into the hands of your Panzergrenadiers. Armed with Panzerfaust/MGs, they are difficult for both infantry and tanks to assault. With the support of the cannon platoon they and Rudel can put your opposition between a rock and a hard place in many scenarios.
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Panzer Kampfgruppe At 1750
Once you reach the larger point levels you can really start to experiment with all the options available to the discerning panzer commander. You can aim for a Panzer IV J hoard if you’re expecting to face Western tank companies, or go Anti-tank 14 heavy if you think more Soviet lists are likely to turn up. One thing is for sure, if you’re planning on including Rudel in your lists he really shines when facing tank companies! Remember too that the Kampfgruppe lists can also be run as Trained – I believe this is the first time in Late-war that you can take Trained Panzer Platoons with four Panthers each.
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1750 Point Panzer Kampfgruppe (Confident Veteran) |
Panzer Kampfgruppe HQ
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with one Company Command Panzer IV J & one 2iC Panzer IV J. |
175 points
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Combat Platoons |
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Panzer Platoon |
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with four Panzer IV J.
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350 points
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Panzer Platoon |
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with four Panzer IV J.
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350 points |
Panzer Platoon
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with three Panther G.
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560 points
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Support Platoons
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Panzerspäh Platoon
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with one Panzerspäh Patrol.
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120 points
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Air Support
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with Oberst Hans-Ulrich Rudel. |
175 points
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Total Points: |
1730 points |
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This list is very similar to what you can build from many of the Late-war books already. However, it has the key difference of including Rudel and having the chance to use the Enjoy the War special rule. With the update of Red Bear and the release of the new Soviet lists in Desperate Measures, there is sure to be a resurgence of Russian tank lists on the battlefield. Nothing ruins their day faster than a Panther platoon – except maybe a Panther platoon supported by Rudel! In this situation the Panzer IV are there to protect the flanks of the Panthers, and to work on infantry when required. Against Western tank companies the Panzer IVs will be as busy as the Panthers but once again Rudel could help tip the balance.
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Another option is to replace the Panthers with four more Panzer IVs, some Anti-Aircraft and Nebelwerfers.This would take the army up to six platoons for deployment, and give any infantry commander food for thought. Rudel will help take care of the slower, heavier tanks that Panzer IVs struggle with.
All in all, the release of Desperate Measures gives a host of new options to German Panzer players. From Veteran Kampfgruppe to Ausbildung 500, there is plenty to choose from and experiment with. Hopefully these two articles have provided some food for thought and encouraged you to check out this new book.
Happy gaming everybody!
~ Bede.
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