Thursday, May 10, 2012

SS-Panzerpioniers - Order of battle considerations

Some time ago I decided to collect and play Gepanzerte Panzerpioniers, and I still want to remain faithful to that. Panzerpioniers were really strong in FOW V2, but in V3 their strength was limited a little bit. I'm still working on models, but it is time to also think about the order of battle.
I have some experience with SS-Panzergrenadiers. I was able to prepare a well-balanced order of battle that enabled me to face nearly all opponents with high chances of winning or ending with tie.
Unfortunately, I start to realize that with Gepanzerte Panzerpioniers it will be really difficult to find a good roster. First of all, I know only two briefings for Gepanzerte Panzerpioniers, and only one for SS is in Earth & Steel. They usually get a limited number of supporting options - especially in SS briefings. They are also expensive as hell - especially SS, which is of course a typical for elite forces. A little bit better situation is with Heer Panzerpioniers briefing available at BF site. However, I have lots of SS-infantry stands, and nearly no Heer stands, so I would have to paint too much infantry to field them right now.

To sum it up. I'm looking for a universal Gepanzerte Panzerpionier order of battle that is capable of fighting with all type of forces with a chance of winning - I don't like to prepare for any particular kind of opponents.

I have doubts about the rosters I considered. Maybe you will be able to help me? Maybe you know other books where can I find other rosters that are V3 compliant?

The other thing of course is that I have some models right now, and I would like to limit the necessity of painting new ones.

Roster proposals:

2nd SS - 4 platoons with StuGs and Barkmann (1745)

Company HQ = 75+90
- 2x Panzerfaust SMG - 20
- 2x SdKFz 251/2 8cm - 70

SS-Panzerpionier Platoon = 365
- 3x Squads - 315
- Panzerfaust SMG - 10
- Goliat - 30
- 1x Additional SdKfz 251/7D - 10

SS-Panzerpionier Platoon = 385
- 3x Squads - 315
- Panzerfaust SMG - 10
- Goliat - 30
- Opel Maultier - 30

Ernst Barkmann Panther A = 275

SS-Assault Gun Platoon = 435
- 4x StuG G

SS-AA Gun Platoon = 120
- 3x AA 3.7 FlaK43
- 3x Opel Blitz (Portee option)


Remarks:
  • Four platoons with many independent teams gives a great number of points on table from the beginning. You always start with Barkmann and mortars, and depending on mission type you can add pioniers and AA guns or pioniers and StuGs, or even two platoons of pioniers.
  • Two platoons of pioniers - the first one is an offensive one with additional half-track, the second one is more defensive with support vehicle to ease digging in.
  • As an attacker against infantry I'm going to use the advantage of mobility and strong platoons - I think it will be difficult to defend against such a sea of half-tracks supported by five tanks. Especially in "no retreat" mission, when defender has limited forces at  the beginning. In fair fight against infantry, I will follow a "hit fast, hit hard" strategy taking advantage of strong platoons on the table early on (I could start with 1240 points on table). The good option is also to use the AA guns that have a portee option - this can help them to participate in attack.
  • Against tanks, I will have to defend. I feel that I will have a problem when facing companies with large number of tanks (e.g., Soviets, Brits, etc.), because I have only 5 AT guns (AA guns have AT 6, so they will not help much even on side armor) . Pioniers use to be deadly for tanks (with flamethrowers and goliath rules), now it will be the hardest part. In fair fight missions I will probably dig in at the beginning, and try to play for a tie - trying to eliminate as many tanks I can, and looking for a chance to move one of pionier platoons on an objective if it is left without protection. I think I may try to play also a little bit agressive with StuGs - still there are 4 tanks that can be used to flank enemy trying to break through the wall of pioniers. In defensive battle I will probably dig in and leave StuGs in ambush.
  • One of the problems is lack of true artillery - I have only mortars that can be used rather for smoking enemy positions.


2nd SS - 4 platoons with Tigers and  Barkmann (1750)

Company HQ = 75+90
- 2x Panzerfaust SMG - 20
- 2x SdKFz 251/2 8cm - 70

SS-Panzerpionier Platoon = 355
- 3x Squads - 315
- Panzerfaust SMG - 10
- Goliat - 30

SS-Panzerpionier Platoon = 355
- 3x Squads - 315
- Panzerfaust SMG - 10
- Opel Maultier - 30

Ernst Barkmann Panther A = 275

Heavy SS Tank Platoon = 480
- 2x Tiger 1 E

SS-AA Gun Platoon = 120
- 3x AA 3.7 FlaK43
- 3x Opel Blitz (Portee option)


Remarks:

A similar roster to the previous one - the only main difference is about exchanging 4 StuGs to 2 Tigers. Which is better? To be honest I don't know. Tigers are of course solid tanks, however, they are also less predictable due to Tiger Ace Skills. Moreover, instead of four potential targets for artillery there will be only two, so they will be easier to kill by aircrafts or heavy artillery. They give also less ROF. On the other hand, they have two pros. First of all, they have thick side armor which helps in protecting from mass of advancing light tanks. The second benefit is a long range gun, that enables to stay behind the line of infantry and knock out enemy tanks.

Unfortunately, I would have to buy and paint additional Tiger to field this company (which doesn't seem to be a problem).

2nd SS - 6 platoons with Marders and  15cm (1750)

Company HQ = 75+20
- 2x Panzerfaust SMG - 20

SS-Panzerpionier Platoon = 375
- 3x Squads - 315
- Panzerfaust SMG - 10
- Goliat - 30
- 2x Additional SdKfz 251/7D - 20

SS-Panzerpionier Platoon = 355
- 3x Squads - 315
- Panzerfaust SMG - 10
- Opel Maultier - 30

SS-Assault Gun Platoon = 215
- 2x StuG G

SS-Tank-Hunter Platoon = 230
- 3x Marder IIM

SS-AA Gun Platoon = 120
- 3x AA 3.7 FlaK43
- 3x Opel Blitz (Portee option)


Motorised Heavy SS-Artilery Battery = 360
- 4x 15cm sFH18

Remarks:

  • First of all, I have to admit that I don't have most of the minis that are in the roster (Marders and 15cm guns), so it is rather a long-term proposal.
  • Six platoons means that I could start with three of them on table.
  • It would be great in defending against tank companies. It has a very strong artillery that could either use bombardment or play the role of heavy AT guns (ROF 1, AT 13, FP 1+). Marders would be great in ambush. Actually, if you consider all the heavy AT guns that people have in Late War it doesn't make so much difference if you have an armor rating of 6 or 0 - still it is about surviving fire power tests and remounting after bail out (protected ammo for the win!). There are also two StuGs to support infantry in attack.
  • This order doesn't have much vehicles that could be thrown to support pioniers in assault against infantry. Only two StuGs can do the job right. Still Marders could help by distracting defenders tanks and AT guns.
What do you think?