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====Assault Guns==== '''StuG III A''': Brings you a Panzer IV gun early war at a 25% discount. The kicker is... well, no turret. Good for setting up kill zones and other sorts of area denial, but it's in trouble if it gets flanked or otherwise forced to move. It has a short 75, so it can't hurt M+ armour in Fall Weiss, but at the same time it has Medium itself, so it's not too shabby there... even though it ''is'' the most expensive vehicle available to the Wehrmacht in the period. '''StuG III G''': Just like the StuG III A is a cheaper alternative to PzIVs on the defence, so is the Ausf. G. The issue here is that it's not all that much cheaper mid-war. It becomes more attractive late war, though it does NOT get the PzIV J's armour upgrade. '''Sturmpanzer IV''': Slow, vulnerable to flanking, needs to stop to fire, has 24" range, costs a lot, features a 3+ load check. Doesn't seem like many ways to redeem it - except the fact that it has a Heavy 2 front and a ''2+'' main gun. If placed correctly, it can make entering a choke point absolutely suicidal - and it gets +2 against infantry, too. '''Jagdpanzer IV''': Take a Panther, move some of its armour to the sides, chop off the turret and a third of the price and you get the Jagdpanzer IV. Probably the most points-efficient way to bring the long 75 to the table, it's great for defence and kill zones. Just remember that it ''is'' squishier than the Panther. '''Nashorn''': The cheapest way to bring a full-blown 2+ that you can move if need be. It's open-topped and still suffers from the usual assault gun problems, but it brings more gun. '''Ferdinand''': An expensive way to bring a 2+ that just won't die... Mid war. It features a ridiculous H4 front, though "only" Heavy sides and rear. Generally needs to be flanked by a big gun, draw a lot of howitzer fire or let infantry grenade it from up close to die. Note that it doesn't have any machineguns, so the grenade thing is not ''quite'' as ridiculous as it sounds. '''Elefant''': So, remember the Ferdinand? Late war you get a slightly cheaper version, but with that missing machinegun. Just in case you need a permanent kill zone. '''Marder III''': Basically a cheap way to bring in an additional regular 4+ gun. It may be squishy, but it pretty much does its job as advertised. '''Jagdtiger''': Remember the Elefant? Now imagine that there's a version with the strongest gun possible. The Jagdtiger has a 1+ gun. It does add a load check to the list of the Elefant's drawbacks, but... ''it's 1+''. It would be a ridiculous distraction carnifex if it moved any faster, but it can turn anything in front of it into mincemeat. '''Jagdpanther''': Take the Panther, strip the turret, slap on a 2+ and you get this. It's more expensive than the Panther, though, so you're probably going to want it with a purpose in mind. '''Hetzer''': A fluffy assault gun, really, since it's only a point cheaper than the Panther, exists in late war, is slower and has a softer rear. Granted, the model should have a very low profile, so it can be situationally useful and do a better job than the Panther in some cases. [[Category:Ostfront/Tactics]]
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