Tanks

By Grand Stone, in Tide of Iron

My ranking of the ToI tanks in power

Low quality tanks:

  • 4th Crussader
  • 3rd Panzer III
  • 2nd Matilda
  • 1st Panzer IV (with firepower 6)

I rate the panzer IV slightly better than the matilda. But both are clearly more powerfor than the panzer III and the crussader. Since the british tanks has less firepower, the panzer III effectively has better protection and one less in speed is less important. The reason I judge panzer IV higher than the matiltda is because its increased firepower compansates for the decreased protection. In this case the +1 speeds tips the balance. But only slightly. Cuz all tanks are equaly well at attacking infanteri and has equal firepower in fire& movement actions. And the matilda is better defended against intanteri and bazookas.

Medium quality tanks

  • 6th sherman
  • 5th KVI
  • 4th M10
  • 3rd T34
  • 2nd Panzer IV (firepower 10)/Stug
  • 1st Jagdpanzer

The KV1 has good armor, but nowhere close to the armor of the tiger. And it is hyper slow. Depending on the scenario, I rate the improved armor compared to the sherman as more important than the loos of speed. But that does depend on the situation, cuz the KVI is crawling. On defence, it does not matter much I supose. The M10 is a good vehicle as it has the firepower the US needs to take out the germa super-tanks, but it also has weaknesses: no concusive firepower, woulderable to mortars. The later can be quit bad. Without that penelty I would rate it much higher. The T34 has one less armor than the KVI, but har +3 in speed. I rate it better than the M10 because it does not have the same weaknesses, and is more versitile in role. The Panzer IV is better than all these vehicles because it has better range & firepower versus vehicles. And as written without houserule, the jagdpanzer is simply etter than the panzer IV.

Super Tanks

  • 4th SU-122
  • 3rd Tiger I
  • 2nd Pather
  • 1st Kingtiger (without being on the verge of breakdown)

I rate the SU-122 as a super tank, becuase of its insane anti-infanteri firepower and range, combined with speed & preaty decent armor. However, obviusly the german super tanks are a lot better. I rate the Panther over the Tiger I because -1 in armor and -1 in firepower does not represent a significant reduction in protection or firepower. The panther preaty much has enough firepower and armor anyway, and then +2 in speed makes it so much better! But ofcourse, with its extra-thick armor, the kingtiger is definitively the best tank.

(ps! I have not taken history into acount, simply the ToI stats)

I made a change in the Operation card "King Tiger" (Normandy), where I put a squad with 4 infantry figure in the same Hex if the Tigers catch fire. Anybody would be inside a burning tank.

Then I rate the specilizations... (i'm borred at the moment.) in terms of power and fun. Fun is not rated as how much I like having one of these in the scenario. Lack of fun does not mean I misslike it. It just means that the unit is just as borring as a regular infanteri., and it is important to describe the borring units also

Medic: Their special ability is seldom used, as I often has other things to do with my men. But, maybe if I had a squad with flamethrowers which desperatly could need another man... The real power is on the other hand with its +1 in cover, TO all squads in the hex. Thie specilization is nice but never hugely important.

power 2

fun 1

Engineer: building an entrenchments giving +2 in cover. Building in it woods do give you a rather nice cover. Hower the engineer has tons of other potential special powers which makes them fun and might be very important: remove barbed wire, can enter minefields without blowing up, potentialy it can remove minefields, remove tank traps, place fog, place barbed wire, etc. etc. The list goes on. So it can be powerful and very important, but thats very depdendent on the scenario. If only its entrenchment building capabilities are of use, well, its not that powerfull. Its a heck of fun cuz of all the neat extra things it can do.

Power: 2-5

Fun 4

Bazooka: Allways nice to have, but power depends on enemy tanks. Its not that fun to have on your side, as they're short range, difficult to do serius damage, and they are as fragile as any infanteri. So they score only medium in fun.

Power: 3-4

Fun : 2

Flamethrower: This is an incredible powerfull spesilization. A squad at point blank range will have extrme firepower AND the enemy may not roll any dice for cover (useually atleast). Inclusion of one or more flamethrower is a scenario-defining peace. It cannot be ignored. I also love to have it on my side cuz it can be used so insanly agressive. Put one on a halftruck and rush forward, and kill just about whatever the enemy has. It even has 6 in firepower versus vehicles. And when it drops to one elite man in the squad, it is still highly dangerous as it has 4 in firepower (or 3 versus vehicles) AND -5 in cover. So a single elite with flamethrower may with only minor luck kill two units inside a pillboxs witha fire&movement action! So its highly potent untill its droped completly dead.

Power 6

Fun 6

Recon: +1 in speed is neatis. With oficser it get a speed of 6, which many think might be slightly over the top. However, remember that it can represent just about anything: light vehicle of some sort? But the real thing about the recon is that it cannot be fired at long range. This can be very helpfull just for the purpose of calling in artellery. But, compared to flamethrower, engineer and bazooka, its not that powerfull.

Power: 2

Fun 4

Bravo/alpha: ??? I havent made up my mind, as in the games I played they were never that important and weren't that much used or that important. The expert is maybe better than the alpha? Bravo specilization is also something that might be needed to describe infanteri with high luck. Describe units which survives against all ods.

Demolition: I realy realy enjoy this one thematicly. Not sure about the power as I havent actually used it. But I guess it can be quit powerfull. If you place explosives on bridges, command points, scenario objective, it can be quit destructive. And they can be used to destroy buildings. I realy love the ide of blowing up buildings (what about bridges!!! (i know it can break scenarios)). Hower, are there any situations where blowing-up a building is helpfull? I mean, is it important, is it helpfull? I dont se that it is to important. I would realy like to add an ability to place charges on building when there is enemies inside. But the specilization doesn't get a higher power-rating since it does seem to important to blow things up.

power : 3 (???)

Fun : 6 (-)

Expert: This one is only reviewed with the online rules. But this one at first glance seems very straight forward. It gets insane firepower. But, what makes this unit fun is that it also get the bonus when doing a fire&movement action, and it gets the bonus also versus vehicles. Thats nice. But it doesnt get a higher power-rating because the firepower and bonus of the specilization drops dramaticly when weakened. For exmaple the bozooka allways have range 3 versus vehicles and the flamethrower allways have -5 in cover, while the expert drops from 4 to 1 rerolls. 1 reroll is not nearly as facinating as 4 rerols. But I give if 5 in fun due to the versality.

power: 4

fun : 5

Sabbotage: since I dont own FoB jet, (waiting to move) I dont know anything about the cards.