The following is from T.Jentz & H.Doyle's "Germany's Panther Tank: The quest for Combat Supremacy"
Thanks, now it's clear.
The following is from T.Jentz & H.Doyle's "Germany's Panther Tank: The quest for Combat Supremacy"
Have you noticed that panther G cancelled the front hull machine gun and made the gun shield not totally rounded. That make it +1 FAV than panther D.You're quoting armor values which are mixing pre-production and production models....
The following is from T.Jentz & H.Doyle's "Germany's Panther Tank: The quest for Combat Supremacy"
The frontal armor values of the three Panther variants would be the same but for game balance purposes is my contention.
Factory variances aside-The official standard armor values;
The front upper plate (glacis) is 80 mm at 55 ° on all production models.
The lower front plate is 60 mm at 55 ° on the Ausf D2 and the Ausf A.
The lower front plate is 50 mm at 55 ° on the Ausf G.
(D2 would be the main production series vs the early production series of the Ausf D)
The front armor for the production turret was CHA 100 mm sloped at 12 °- Ausf D2 ,Ausf A and Ausf G.
The mantel(gun shield) was rounded CHA of 100mm to 110mm of thickness - Ausf D2 ,Ausf A and Ausf G.
Ausf G turret remained exactly the same as on its predecessor the Ausf, A and retained the same blueprint #
series from 021 Gr 50251 through 021 Gr 50S99 - T.Jentz H.Doyle "Germany's Panther Tank: The quest for Combat Supremacy"
Sept'44 saw the sporadic introduction of a "chin" to the mantel of the Ausf G.
(Given the game's time frame doubtful any such Ausf G reached the Invasion Front)
Have you noticed that panther G cancelled the front hull machine gun and made the gun shield not totally rounded. That make it +1 FAV than panther D.
I think that 1200m range for Panzer IVs would make sense, but I don't like the idea of different ranges for AP and HE. Sure, we already have some of that in SD, but it's better to keep it simple. For balance, I think it would be a better idea to just give the Panzer IVs a price buff (maybe $115-$120 for ausf.G and ausf.J and $130 for ausf.H).
You canno't upgrade the PzIV armor unless you increase its price and you canno't decrease/increase its price unless you increase/decrease prices of other germans tanks. And you canno't decrease prices of other german tanks if you wanna avoid panther/koenigstiger spam or increase them too much without changing the points you get per phase.
The PzIV is costly and not really powerful cause of the reality of armor german decks with the most powerful armor in the game. With that germans would be able of spamming pzIV like shermans in B and still have the big cats in C.
German infantry decks are based on lack of armor. You canno't give them cheaper or better armor when they already have plenty of specialised and cheaper infantry. Same thing.
the panzer 4 have no niche. the abundance of okay/decent 1200m HE on german tank make the panzer 4 even more obsolete. The HE on the jp4 is have the exact same strength as the HE used on the panzer4, except it goes out to 1200m.
allied 75mm tank have a niche because their tank destroyer have weak HE and the howitzer tank have no-anti tank capabiliy. The sherman/etc is the only US tank that can do both.
What's make the panzerIV obsolete is his average ap/armor ratio power in phase B when allied have direct and better counters to it (210 fireflys), when a bit more expensive tiger or panther is harder to destroy and always a better choice when you can wait.
And it should be that way considering you canno't give prices buffs to panzers IV as german armored divisions also have the best tanks in the game.
Cheap average tanks and other units are in numbers for allies, germans have bigger and rare panzers with deadly effect at max range.
That's why some divisions could have Pz4 on A (1x1 card, even unvetted).
When I have a possibility, I get Pz4J. 125 is pretty democratic price and you got nice tank with good HE and AP. Slow turret is minor issue and doesn't cost 15 pts of difference comparing with Pz4H. On close ranges Shermans have an advantage in any cases.
Actually, Pz4s were such tanks for Germans - massed cheap and average tank IRL.
Allied armored divisions are build to shine in phase A and german armored divisions are build to shine in phase C cause they are stronger in phase C
Say that to Guard Armored and 3AD.
Actually i play GA a lot, GA is very good in A with its support cromwells, in C it is a struggle against any armored decks.
If these decks have KTs only. Against others GA and 3AD have pretty good chances.
In 1vs1 sure, in teamplay don't even think about it.
You're wrong. In team games OPness of KTs and panzer divisions decreases even more, especially if you meant REAL teamplay.
Anyway, inferiority of Pz4 is real thing and needs to be addressed somehow.
No they can't. Allied armored divisions are build to shine in phase A and german armored divisions are build to shine in phase C cause they are stronger in phase C. If you disable this balance you've to rethink all the decks mechanics working together. In this case give proper anti PZ4 in A to allied divisions. If yo uwant decks to do both things, you standardise them all which is bad gameplay.
It's not just about "reality", it's about making an interesting game with different mechanics threats and weaknesses per phase with the deck you have chosen. If all decks look alike in the way they should be played, this game will be very poor.
In 1vs1 sure, in teamplay don't even think about it.
It is not impossible but it is not easy to kill and you've to manage multiple units at once to make it work. Plus you'll maybe have the help of your allies but germans too will have multiple players bringing panthers in teamplay. Good luck against 2-3 stacked panthers.
No. The side of the map you've to handle is often less large in teamplay than in 1vs1 and you pick open ground parts of it. You're maybe more able to kill a KT in team but it is for a long time a pain in the ass preventing you to make ground. You have to wait to ambush it one way or another. In this time the german player creates 1200m no-go zones where he can do everything he wants and you've to stay behind cover and wait for the right moment.
Good german players will stay within their 1200m and avoid leaving their sides unprotected. You counting on your opponent mistakes and your own ability to react when the time is right, you'll delay and build some force to attack on multiples sides. In this time you doing shit and your opponent is moving and killing everything reaches its guns.
Price buff ? No, 140 points is very decent for 14AP and 8 armor.
M4A2 cost 130 with 11AP/10 armor, M4A1 has 11/9 for the same price, Abrams 11/10 for 145, sherman V 11/11 for 135, sherman III 11/10 for 150.
All these tanks from B have 1000m range as the PzIV
With air superiority? Easy stuff. Stunned panthers will go nowhere and be killed easily by swarms of fireflies, m4a3(76), wolverines etc.
Disagreed. For 140 pts you get vulnerability to AT-guns on A and 1000 m range
Not all german Tank divisions are made to shine in Late game, just take windhund and 9th panzer. hell even the 12th get their unicorn firefly. Still this doesnt kill the balance. Phase a Pz4 wouldnt either, as they are not better than the shermans and cromwells all allied tank divisions get. The division I would give a pz 4 in a would be the windhund, as they already have strong pz . III so it wouldnt give them a huge buff but more flavour, esp. since their pz. IV dont come with vet, so takeing one of them over a card of multible pz. III with veterancy, would be more a trade off than a buff. I think in the 9th panzer you might be right as they might be too strong in combo with the cheap spam tanks and you already have marders as high ap tank destroyers.
For the 21. a one star panzer 4 g in a would be good I think as the division still lacks a bit in the early game and the pz4 g just have 6 frontal armor so it wouldnt be a total monster in a.
Everything except 10v10 on 4v4 maps you can beat a pz. lehr into oblivion with just a bit of combined arms and than they stuck in c and dont get anywhere, Airpower of the allies holds kts back quite easily and if that doesnt help there will be m12s or sextons to do the job.
Late game it is not that easy to make planes effective. If you're able to bring plane trains, you sure not have many ground units to keep terrain. And your enemy has some AA he has build too. Any decent player will keep some AA behind panzers.
I don't get your point. What i just said is the PzIV should have these vulnerabilities as tanks from allied side also have 1000m until phase B, except rare case of tank destroyer in 2DB and with hellcats in phase A. So you canno't give extra range or power to PzIV considering its counters don't have this extra range or power and considering german armored decks also have the best stuff late game. Which would give them a very strong phase A and a very strong phase C.
And yeah sure all these allied tanks come in A as i said the allied decks shine in A, i have just taken the ones in B cause the PzIV comes in B actually. In B most of the allied tanks still have 1000m, the ones not having 1000m anymore cost more than 140 PzIV, they cost around 180-210 points (fireflys, 76mm, etc).
If you wanna buff these german armored decks, give them infantry availability or more infantry slots. It is the real issue about these decks, not panzer IV's. Lehr is very weak against anything in A cause the deck only has two panzergrens per card in A with 6 infantry card slots max for the 3 phases and obviously a max number of 36 cards.
Any german armored division is weak in 1vs1, pretty much cause they lack infantry and their inability to make their vehicles work in treelines. Their avantages like 1200m and use of halftracks are often reduced to nothing. In teamplay i disagree it is that easy with players around the same level. You speak about costly investments of multiple planes/arty to kill one 380 Kt. If i spend 500-600 points to kill something, i can too kill whatever i want, but how much time does that take and how much have i gained from it is the real question.
If you wanna buff these german armored decks, give them infantry availability or more infantry slots. It is the real issue about these decks, not panzer IV's. Lehr is very weak against anything in A cause the deck only has two panzergrens per card in A with 6 infantry card slots max for the 3 phases and obviously a max number of 36 cards.