Douaumont wrote:Thanks for the advice ThvN! The critique of my artillery is especially useful. The SiG 33 II is in the initial force assigned at the opening of the 42/43 West campaign. I kept it b/c of its 12-9 attack factors, and b/c the Wespe and Hummel looked like (expensive) lateral upgrades. Clearly a mistake by me, as I now clearly see that for a little coin I can provide a dramatic improvement in defense factor by making it a SiG 38(t) M. The StuH42 looks intriguing, but I have never been a big fan of the 1- range arty as it just seemed expensive and of limited value. However, that was based on my prior German blitzkrieg campaigns. Now that I am fighting to defend the Fatherland against the American/British/Russian hordes, I can definitely see their value.
Your're welcome! I was away for the weekend, so my reply is a bit late. The SiG 33 II you start out with belongs in the same upgrade 'family' together with the SiG38(t), Wespe and Hummel (and the early Sturmpanzer). While in reality these units were all very vulnerable the game gives some of them very high defenses. The SiG38(t) is a bit slow, but much more durable, as you discovered.
I avoided the 1-range arty in the beginning, but when used skillfully they can be very good. You can place them behind other units and they will still provide defensive covering fire over a 2-hex range, and are hard to supress. It might not look as if they are doing much, because they won't kill a lot, but they will prevent casualties and are tough enough to survive mistakes or bad luck. On the attack they are more difficult to use, but they are good in closely following units and protecting them against counter attack. They also deal extra damage to structures (forts, strongpoints, etc.). So I often park it next to a target where it covers the units that are next to it, and support the assault gun with extra artillery behind it . Next turn, fire the support first at the structure, than the assault gun, which often leaves them easy targets for the other units.
A more risky tactic is moving two units (preferably Fj or Pioniere, which get the same bonus vs. structures) next to the target, with the assault gun behind them. This will usually keep the infantry alive or safe against counter attack. Than, in the next turn, move one infantry aside but still in contact with the target, and put the assault gun in between and attack the target with all units. First with the assault gun, than the unit that has moved already and then the unit that hasn't moved yet. If the target is completely destroyed, either move the last unit into the hex and put something in its place (now you have a wedge which is covered by the assault gun in the middle) or move another unit from behind in the spot of the ex-target. It depends heavily on the situation, of course.
What are your thoughts on anti-tank guns? The towed models are cheap and apparently hit hard, but don't seem able to stand up well. I have found the later Nashorn and Elefants have their place, albeit a small one. Again, they seem like a pricey (for the SPs) purchase with money better spent on a Tiger or Panther.
The towed ones have a very specific disadvantage: they are actually relatively expensive. If you are playing with the 1.20 rules, the soft cap is limiting your prestige income if your units are expensive. (Currently it is a bit buggy, it starts limiting income too early).
I'll try to give a very specific example, but I will cheat a little bit and use the (relatively) worst towed AT gun available, the 7.5cm PaK 40. For purely defensive work, a 7.5cm (towed) PaK 40 with a truck is decent value (235pr), but mobility of the self-propelled tracked units is much better. Most scenarios require advancing and the PaK needs better mobility than the tracked units to compensate for its basic 1-hex movement, otherwise it will lag behind and spend too much time being a truck (=target) in stead of a fighting unit. And if we add the basic halftrack for the towed gun, this brings the total cost to 285pr. When the PaK is first introduced, the other choices are basically the Marder IIA (262pr) and the StuG IIIF (299pr), the still-available Panzerjäger I (210pr) is obsolete at this point. Let's see how they stack up compared to the PaK with a halftrack (which gives it about the same mobility with much higher fuel).
Marder IIA: equal attack/initiative/ammo, slighty worse air defense (AD=8) but better ground defense (GD=10).
StuG IIIF: lower ini/attack (all by just 1 point), but much higher defense (AD=13, GD=14).
Both are 'hard' targets which is not always an advantage, but the PaK has a very distinct disadvantage which makes comparing defensive values difficult: if the PaK gets caught in truck mode it will be lucky to survive, no matter how tough the actual gun is. And especially on the Western front the chances of being attacked by air units are not something to trivialize. Also, towed guns are difficult to withdraw quickly (some call it 'tactical repositioning'), and have a higher chance of holding up support units or ending up in unfavourable terrain, unless you use the truck mode, but this takes the unit out of the fight for another turn.
I really want to like them and use them, I always try to include some towed guns, if they get a move hero they become actually fun to use! But as standard, the 5cm PaK is a bit difficult to use and the 7.5cm is not much of an upgrade. The 8.8cm is actually decent value, it has very high attack and has a relatively cheap transport (the SdKfz 7 is only 70pr but equal to the standard halftrack which costs 100pr), for 340pr you get a nice cost/performance package, the same cost as a StuG IIIF/8. For about 120pr more you have a Nashorn, which is equally fragile as the towed gun, so the towed gun is good value I think. There is however a big elephant in the room (no, not that one...

), the switchable 8.8cm FlaK 36, which is also good value, and already availabe when the best AT gun is the 3.7cm. So the best towed AT gun for most of the war is actually an anti-aircraft unit!
When they fix the soft cap, AT units should become more profitable because they are cheaper than tanks, but right now there are only a few worth recommending. One of the best units in terms of cost vs. performance late in the war I've seen is the StuG IV (it is introduced at the beginning of 1944), which is switchable into a 2-range artillery unit. In artillery mode, it gains experience very quickly, and it can be switched to help pick off tanks. The stats look a bit average, but at 347pr I've found them surprisingly effective.