Somewhat recently Battlefront released the new Waffen SS Unit Cards and Book. I picked up the cards (I normally pass on the books) to add to my ever growing V4 rules collection. The cards come in the usual cardboard box. The cards are the usual high gloss type that will hold up well to heavy use. The main card is a formation card that shows the different formations and support options. You then have the various company and unit cards.
The companies include different tank options (PzIV, Stug, Panther and Tiger I) and Infantry (Armored, truck mounted and Armored Recon). The set also includes various support level options for artillery, AT and AA. This set is similar to the Wehrmacht set released last year, but with an SS flair! This basically means the units are a little easier to hit, but have better morale (with some variations).
The tank options are the usual, but with the 3+ to hit, the Pz-IV and Stug seem a bit problematic to me. If I had to pick one, I would probably go with the Stug to get the better armor and give some reasonable protection against the ubiquitous 10 AP of most allied armor. The 6 armor on the PZ-IV just seems like it will bleed points to me. You can also pay the points for the Panther or Tiger. These both will give you half the hulls. However, you will also get better protection with the 9 armor. Even here, with the large number of 17lb and 76mm guns, you still need to be careful. The Tiger seems to go to choice between the two. First, the points are similar and the Tiger gives you so much (at the expense of some speed) in top and side protection and special rules. So, in my book, the SS should go with Tigers if they field tanks. However, the Stug company is not terrible if you are trying to max out your hulls.
The infantry options are interesting. They have the same issue with their hit number. Each can add Panzerfausts. However, this is only one AT shot. the motor infantry can add a Panzerschrek stand also. Not quite sure why this option is not included on the halftracks…… With that, if you are going defensive, I would just take the motor infantry on foot with full support. It has at least some ability to throw back and armored assault and you will need all the stands you can get with the hit on threes. With that said, the recon infantry might make a nice platoon, with all those sdkfz-250s, you can put out one heck of a lot of firepower!
That then brings you to the support options. Once again, the three to hit makes these hard to take, as the section are small. I think in most cases, you are just better off with more stands of tanks or troops. If the mortar option is not enough in the Infantry companies, you can go with some bigger guns. Here, I think I would go with the Wespes. The SS have the advantage of having three gun sections. This means that the costs are not bad and you still get the full template! The Wespe has the advantage of being mobile, which allows you to keep them out of trouble, if necessary. They can also be used as emergency ATGs in a pinch. I would leave all the other support options home.
I am a fan of the changes to the SS units. I do think the 3+ to hit is much more appropriate for the SS. The reality is they just were more aggressive and took more casualties than the Heer units on average (for various reasons). The higher morale (which is unchanged from V3) also works for these units, as they just hung around longer. Overall, from a fluff perspective, I like what they did with the SS. If I was a competitive player, I have to admit, I would leave these units a home, as they will just bleed too many points. Fortunately, my group plays historical scenarios, so these units work perfectly for us!
- Manteuffel