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7/27/14 12:24 AM Jagdtigers of 512.

Schwere Panzerjagerkompanie
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Jagdtigers of 512. Schwere Panzerjagerkompanie
Jagdtigers of 512. Schwere Panzerjagerkompanie
with Chris Townley
When Wayne put together the Schwere Panzerjgerkompanie in Nuts there was a lot of
discussion around the office about how great a Jagdtiger company would be. Then,
when Mike focused on the 512. Schwere Panzerjgerkompanie in Bridge At Remagen
the discussion was reignited with the Confident Veteran and Reluctant Trained options to
go along with the Reluctant Veterans (from Nuts).
I decided to paint a company based around six Jagdtigers with the idea that it was better
to start off with the maximum number I was likely to field in a game. This ensured that I
got them all finished rather than ending up with a couple of unfinished tanks that I would
never likely to go back to.
Chris shows off his finished Jagdtigers from 512. Schwere
Panzerjgerkompanie
Chris talks about what options he is working on for his
512. Schwere Panzerjgerkompanie
Thinking about the Jagdtigers and how they would work on the tabletop it was easy to see that they would be capable
of dealing with any Allied tanks on a one-on-one basis. However, the chances were that they would be out numbered
in 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 Platoons
These options are only available to 1. Kompanie, but if you think about the idea of swapping out one Jagdtiger for four
StuG G (late) assault guns or Panzer IV J tanks it is worth looking at. They will provide you with an additional platoon
of 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 opponents
will look at them as being the only tanks they can destroy so you need to keep them out of the way and only push
them into the line when they can make a difference.
7/27/14 12:24 AM Jagdtigers of 512. Schwere Panzerjagerkompanie
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Schwere Panzerjger, Panzer and Tiger Platoons
These platoons give you more options for dealing with enemy tanks without paying for the massive amounts of armour
and the big gun of the Jagdtiger. For my money the Tiger I E looks like one of the better options because it ticks the
assaulting 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 for
everyone. 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 Soviet
infantry 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 Platoons
Reluctant Trained rating. The Volksgrenadier Platoon is a great option for parking up on an objective and basically
being 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 tanks
wont try to roll over them and they dont count towards your on table platoon count when it comes to Reserves! Dont
forget that your company has the Defenders of the Ruhr rule, so will automatically defend in most missions allowing
your 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 AM Jagdtigers 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 force
your opponent to spend time destroying them, whilst your other troops are busy winning the game. A platoon of
infantry 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 great
for 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 is
six PaK40 guns that can do a little bit of indirect fire, or supplement your anti-tank line-up for 295 points (Reluctant
Veteran) or 195 (Reluctant Trained); and secondly the 15cm sFH18, if you need their direct fire capabilities you are
probably in trouble but it might make an attacker think twice about having a go at your artillery park, but their ability to
drop Anti-tank 5 and Firepower 2+ fire will force attacking tanks to spread out a little.
Here Comes The Luftwaffe
Finally you have access to nearly any type of Anti-aircraft (or AA) imaginable; from the iconic 88, through to the
smaller 2cm and 3.7cm options. You can also get some armoured AA with the 512. Panzer Anti-aircraft Gun Platoon
in 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 near
your Big Cats, will provide enough AA fire to take care of AOPs and any pesky Jabo that might be nearby. The
Ostwind and Wirbelwind give you options though to take the fight to the enemy and attack unsupported infantry
platoons, or even intermix with the tanks to stop them from being assaulted. For me this one comes down to personal
preference, how many points you have left, and what you want to paint!
7/27/14 12:24 AM Jagdtigers of 512. Schwere Panzerjagerkompanie
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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 to
keep enemy planes at bay. They also give you some options to hunt down enemy troops that decide to cower from the
12.8cm guns on your Jagdtigers. My personal favourite is the Arado 234 B as it was fun to paint but all three options
are 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 to
read more (Bridge At Remagen is a good place to start) so Ill stick to game theory here. He can replace your
Company Commander in 2. Kompanie, which nicely upgrades your Company Commander to Veteran (reducing the
number of Time On Target artillery strikes!) and brings with him the ability to ignore Concealment and Long Range
modifiers. However, with great power comes great responsibility and should a Hero Of The Fatherland fall in battle you
will lose a Victory Point (or VP) and your opponent will gain a VP. You are going to need to trust in that Veteran rating
when 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 AM Jagdtigers 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 Expansion
Pack for an existing army, or a springboard to a brand new one as many of the support options can be found in so
many other lists.
~ Chris.
Last Updated On Wednesday, July 23, 2014 by Blake at Battlefront
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