I was very glad to see the SU-76 self-propelled gun (6239) added to AoT game units. But once again, I’m puzzled on how Zvezda determines the cost of units ...
This time I kind of astounded by this couple: SU-76 costing 27 points and ZIS-3 (6253) for 26 points:
The self-propelled gun costs only one point more, although it is armed with the same ZIS-3 gun. But at the same time it is mobile, armored and can assault... Moreover, the self-propelled gun hits the target on 1 & 2 on the third hex as well, and it rolls 13 dice against infantry instead of ZIS-3’s 11…. Where does the almost equal cost come from then?! A typical game situation: at a distance of three hexes an infantry company sits in defense in a village (total defense=4). With suppression fire, SU-76 will throw 20 dice at “1, 2”! This is an average of 7 hits, so the infantry loses three items. On its turn, ZIS-3 will throw 17 dice hitting only on 1, which corresponds to approx. three hits; infantry will do without losses.
The towed gun has the advantage only in shooting at armored vehicles. ZIS-3 throws 8 dice on heavy tanks, 9 on medium tanks, 12 on light ones, and 13 on armored cars. SU-76, respectively, 7, 8, 10, and 11. How significant is this advantage? Let’s review more typical game examples.
Example 1. ZIS-3 and SU-76 are on defensive in a village. Pz. IV is approaching on 3 hexes towards each of them. On the next move, the gun throws 14 dice at 1, which means an average of 2 hits. The tank doesn't give a hoot, even all his defense points are not removed. In response, Pz. IV throws at the gun 17 dice for 1 suppressively, this is closer to three hits. Protection = 2 (own + village), so the tank destroys one gun.
SU-76, in turn, throws 12 dice at the panzer, but at “1, 2”, and these are 4 hits—the platoon of Pz. IV loses one vehicle. In response, the tankmen throw 15 dice for 1: three hits, and they just removed the defense of the self-propelled gun (2 own + village). As we see, in such a situation a larger number of dice did not help the towed gun.
Example 2. ZIS-3 and SU-76 are in ambush on the outskirts of the city. A Pz II platoon is approaching them by two hexes. The ambushed gun rolls 12 dice for “1, 2, 3” — 6 hits, all tanks destroyed. SU-76 throws 10 for the same “1,2,3” — five hits, all the tanks are destroyed as well. The same result.
That’s why I can’t see much logic in the official cost of these units. What shall I do: make ZIS-3 cheaper or the self-propelled gun more expensive?
By default, I tend to make artillery cheaper. For example, in our games we count the Soviet regimental gun to be worth 20 points instead of 23. So I would suggest reducing the cost of the ZIS-3 by three points too—down to 23. Thus, at 81 points, you can take either three self-propelled guns, or three ZIS-3 plus a machine-gun platoon. If the player has to defend, then the latter is more like a real alternative. Otherwise, it’s always more reasonable to choose SU-76…
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