Steel Division: Normandy 44

Steel Division: Normandy 44

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How to counter a Hellcat
By AcheronBlackhand
For everyone wondering if the unkillable beast of the Hellcat has a weakness, this is for you.
   
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Hellcat Stats and Overview
Availability

2 X 1 each Hellcat in A
2 X 3 each Hellcat in B
1 X 5 each Hellcat in C
13 total, but only 2 in A and 6 more in B when they are better than most opposing choices.

4 Frontal armour 2 Side armour, and 2 Rear. OPEN TOP. This means that Bombs, HE and everything really have a better chance to pop this thing with an on target shot.

It has a 1200m 13 AP or 3 HE main gun and a .50 calibre 800m machine gun

The Santa Claus patch has dropped its max speed down some but it is still a lethal tank destroyer used well.

This article is written assuming your issue is the 1200m wide open maps but I will try to cover other situations as well some.

Hard counters to the Hellcat in general include any 1200m tank with at least 12 armour. (note the closer you get to the Hellcat the more likely it can kill you, but your odds go up as well.

Soft counters are just about any tank with more than 4 AP and 2-3 stars of veterancy to go with 6 accuracy.

Micro Heavy or Map dependant counters are the autocannon equipped vehicles or infantry.
I don't mention the 1200m HE support guns/vehicles. Winning a shoot out with HE and requiring a lucky direct hit against something that can shoot you with a much higher accuracy is a long set of odds but feel free to try it.

Artillery counters are just about any offmap or any artillery with more than 1200m range OR shorter range artillery in hedgerows. Open Top means that everything stresses Hellcats out, a stressed hellcat isn't doing anything useful.
116th Windhund
A rough match up but you have some massive chances if you can keep the score close in A, Phase B brings your Jagdpanzer's and they will work wonders at 1200m just don't close the distance too far or you can taken out as your aim time is slow.

Recon - SPW 234/1 in Phase A get it a command star and get it close so your high rate of fire forces a fall back you are going to need terrain and or smoke to make 800m work though. This is also an important tab due to if you can kill the 4th's recon he has to replace it and in general recon is expensive.

Infantry - Honestly this is always a gamble but the fact your infantry have Panzerfaust 60 make it so the tree lines and such are less safe to be near.

Tank - Your best counter is the Panther G for the 1200m bootstomp of the Hellcat in Phase C. Before that point you are stuck with a series of mediocre choices that need good micro or smoke support to win consistently

Support - SDKFZ 250/9 or SPW 232 autocannons in A for short range dust ups. but mostly this tab gives you the munitions trucks to use your arty tab aggressively against the open top Hellcat.

AntiTank - Has the Marder 3 M in A but its almost a tease because they need a command star and some stress on the Hellcat to win the match up but its worth consideration. Phase B sees the Jagdpanzer IV which hard counters the hellcat on the long 1200m shoot outs that worry most players. Also you get Pz Schrecks and PAK 43s.

AntiAir - Nothing.

Artillery - Panzerwerfer's in A and Nebelwerfer's in C are the real heros, but with some Line Of Sight restrictions the mortar carriers with 1200m range can manage some work too.

Air - Phase A sometimes sees me buy in my ME109 G6/R6 to strafe the Hellcat's open top but the better planes are later. All your phase B choices except the ME109/G0 are capable of a kill or heavy stress. Special shout out to the JU 87 G which can take it frontally or the JU 88 S for having 14 bombs all good enough for a kill on a direct hit. Phase C gives you more bombers that can kill it.
12th SS-Panzer
The 12th based on reviews from a player whose opinion I trust more is too expensive and hard to keep together until phase B even if the Firefly if perfectly played gives you a fighting chance.

Recon - Important tab because you need to find the 4ths Recon and get rid of it, but you lack any sane choices to win the Hellcat fight here.

Infantry - Honestly this is always a gamble but the fact your infantry have Panzerfaust 60 make it so the tree lines and such are less safe to be near. Consider some Pz.Grenadier's in opels for cheaper playability but the half tracks can make interesting "bait" to draw a Hellcat out to play

Tank - Beaute Firefly in Phase A hard counters the Hellcats. Now it should really cost 255 points because you want that Bef. Panzer II C following you at all times to provide a command star but this is a great choice. (or the SPW223 for a slightly cheaper command star with less armour) Phase B sees the Tiger E ** as well as the Panther D's as more hard counters. Phase C sees Tiger E ** and Panther G no and 1 star choices. You could also in theory use your Panzer 4 H * if you wanted a soft counter you had to think about harder. Do keep in mind the Panzer 4 J has a really slow aim time on the turret which is why it is cheaper than the H.

Support - Command trucks and ammo.

AntiTank - has the Jagdpanzer 0 and ** in B as hard counters. Other than that its a thin pool. You can try some PAK or Pz.Schreck ambushes.

AntiAir - The Phase C Flak 41 88 but really why are we reaching this hard.

Artillery - Your 1200m mortars can stress out the hellcats, Panzerwerfer's and Wespe's, Wurfrahmen's0 and Hummel's all can manage kills. The mortars also let you lob smoke which will let you cut the range of the engagement to shorter than 1200m max range engagement which doesn't benefit you unless you want to use the Panzer 4 Hs or let you smoke off your own tanks to protect them if your stressed out to buy yourself time to reset the engagement.

Air - Your air tab doesn't contain much, Phase B FW 190 G3, and FW 190 G1, or Phase C JU 88 S will all manage kills with some luck. The ME 109 G6/R6 can put some stress on a Hellcat in a pinch.
16. Luftwaffe
Your chances are super thin, some combination of good scouting, 88mm anti air cannons and planes are your best counter in A. The 88s are perfect for the job but most players are going to try and counter your 88s hard, stick and move is the order of the day. This game will swing on clever infantry positioning and 2 88s in A.

Recon - Lw.Fusilier is a recon unit with a Faustpatrone. Means it can hide without moving the line of battle also lets you spot enemy recon.

Infantry - LW.Jager infantry with Faustpatrone's exist.

Tanks - Uh... With smoke and some artllery support they can win but its not an easy fight with the Stug IIIs. Phase C sees you get the Stug III Gs which can do it with some smoke to close range.
Support - Ammo?

AntiTank - Lw-Panzerschreck in A, or PAK 40s in B or C.

AntiAir - Flak 36 88's every phase are your best bet except they have counters.

Artillery - The 50mm is only useful for smoke. The 80mm in A/B can manage solid stress and a kill, Fk288 in A/B can manage stress at 2600m or a kill at 1200m. The sFH 396 in B/C can manage a kill with the HE round at 2600mm or a kill at 1000m but getting to the 1k is the issue.

Air - Phase A BEO.Storch and Me 109 G2/R1 both can get kills. Phase B all your choices are good the JU 188 almost always manages the kill because 28 HE bombs usually don't all miss. Downside is it has limited value as anything but as a supressor against anything good. Phase C all the choices are good. JU 188 with the 2 bombs of 30 HE will usually manage the kill.

17. SS-Panzergrendier
In Phase A your hopes rest on mortar smoke and a three star Stug or 800m Autocannons or infantry or the planes or the Nebelwerfer 41s with a supply truck. If you can hold til B you have great solutions.

Recon - In Phase A you can try the Aufklarer with the SPW 221 PzB41 but 800m against 1200m is hard even with smoke.

Infantry - You have one of the best infantry units in the game in the SS-Stobtrupp but they are fragile and require babysitting and using the smoke grenades to break line of sight to let them survive, they also come with the Panzerfaust 60.

Tank - The Stug IV in B and C are hard counters, but against everything but the 4th they lack enough AP so you need to carry the Panzer IV H. In phase A you can try the Stug III F/8 ** with a command boost to try and win with some smoke cover.

Support - Command Vehicles and Ammo. Grille 1200m anti infantry gun with a direct hit which takes pixie dust they can kill a Hellcat. You can also try the fireposition trick but its not easy with a Hellcat.

AntiTank - In Phase A/B you have Pz.Schreck Kind of a hard sell knowing that you have better infantry that brings its own smoke but sometimes that extra 100m (250m total range) matters more. Phase A/B brings the PAK 40 which with a command star have a chance. Marder III M can do it in Phase B but you are using the axis version of the Hellcat, its going to come down to luck and whose command stars are better applied, and artillery support. Phase C has the PAK 43 with veterancy stars but its probably over by then.

AntiAir - Brings nothing to the table.

Artillery - Everything bigger than your 81mm mortars can kill a Hellcat except the phase B FK18s. Just to keep it in mind the mortars bring smoke and smoke is important in tank fights.

Air - Your entire air tab except the Fighters and the Storch can kill a Hellcat. The big gun on the FW 190 A8 is 8 HE so it might be able to do it in a pinch but I haven't ever been that desperate yet to aim for a kill, stress I manage and then use tanks to kill it or PAK guns.
21. Panzer
This divison should match up well as the 4th is light armour but it really doesn't. You need to win Phase A on the back of a super risky 50-50 coin toss with the S307s and command stars or skillful use of a single PAK 43. Phase B has not much better news for you as you continue a tightrope act.

Recon - You have the SPW 222s or the SPW 231 for autocannons. My preference is the SPW 222s because they come with infantry that you can use as spotters.

Infantry - Panzerfaust 60 equipped infantry make armour want to avoid trees and buildings.

Tank - Your best tank hope is the Beute Sherman in Phase B as a soft counter. It won't survive a frontal assault to close the range so you need smoke or cover to get your range in. Konigstiger (P) in C are a hard counter but you can't wait 20 minutes to come up with an answer to the up to 8 hellcats you will fight in A/B.

Support - Has two interesting units other than the Command Car and the ammo you will need. The Brummbar has a massive HE gun at 1200m and the armour to tank Hellcat shots for a long time. The Pzh. 39H(f) 105mm has just enough gun to win but 4 Acc a slow aim time and terrible accuracy IF a Brummbar stresses out the Hellcat enough it might just be enough if you can get them a command star.

AntiTank - This is going to be probably the tab that makes or breaks you as a player. You only have four slots for AT. In Phase A you have three great cards that will kill hellcats; The PAK 43 or the 2 singleton S307(f) PAK. Phase B brings Marder 1s and more PAK 43. Phase C is just Marder 1s with *, and volume PAK40s. So your best vehicles are variations of hellcats or PAK guns. The winner of big gun TDs with no armour shootouts is whoever gets stress on the other first and/or uses terrain to snipe the other down. Command stars are the best thing you can do.

AntiAir - Sees you get Flak 41 88s in C you need wins before they come out.

Artillery - Phase A SDKFZ 250/7s need terrain to give them the range to safely bombard with 1200m mortars but otherwise you can use their smoke to break up engagements or drop the range of the engagement. R-Vielfachwerfer technically can manage a kill on a direct hit but 1000m range and a lack of smoke make me hestitant to suggest them as a good artillery piece to counter Hellcats. Phase B Pzh. Lorraine(f) 150mm are my personal superstars in phase B.

Air - I don't like the Phase A choices. Phase B has the ME 109 G2/BR21 or the FW 190G1 or the JU 88 S. Phase C they pretty much all work.
352 Infanterie
This match up is okay, there are better and worse choices.

Recon - Fusilier are basically an amazing troop with 9 strength, they don't stop Hellcats unless they get to 100m but I love them. The SPW 204(f) in both A/B can manage a kill with that high rate of fire but you need smoke to close that 200m max range gap, a command star never hurt either.
Infantry - You need to win the infantry fight but you can't rely on AT equipment in this tab as it pretty much doesn't exist.

Tank - Phase A does you no favours. The Stug III Gs in B/C are your ticket if you can get the range to 1k, terrain or smoke, but you need command stars and it needs to be 90 point light tanks or infantry leaders which makes using them a little more tricky.

Support - Ammo.

AntiTank - Phase A Pz.Schreck teams or a PAK 38 ambush. The PZ Jager 35R(f) is cheap and terrible and maybe the right choice but you are going to need a very supressed Hellcat to make it work. Phase B my preference is going to be a big gamble with 2 Marder II *s with a command tank and some smoke or arty cover. Phase C brings Jagdpanther ** or * which hard counter the Hellcat. As always the PAK 43 in B/C will work.

AntiAir - Flak 41 88s in Phase B will do the trick.

Artillery - I love the FK18 2km range they can sit safely and harass hellcats and any other soft targets forever with 60 round clip and you get them in Phase A. However you will also need smoke and your choices are super lackluster. Nebelwerfer and 120mm mortar hit hard enough to get the kills so do the offmaps in a pinch.

Air - Phase A has no good options. Phase B the only bad choice is the FW 190 G3, Phase C they are all good. My favourite plane of the choices is the ME109 G2/R1 (this assumes you like me love the JU 87G and HS 129 B3 and know that it is death on the allies if you can protect it with AA and or fighters)
3rd Fallschirmjager
Win the infantry war, don't care about the tanks and take them at close range. You aren't a tank deck don't over think this. That having been said if this is a tank favoured map you will lose, you better hope the map favours infantry.

Recon - The Fs-Pz.Abwehr is a 250m sneaky tank killing recon specialist team and you get them in A.

Infantry - You get infantry with AT capability the threat of that keeps your opponent more honest in buildings and treelines.

Tank - Phase A sees the autocannon tanks which need terrain and smoke to fight a Hellcat. Phase B/C Sees the Stug III G which also need help to make this a decent fight.
Support - You have a plethora of Phase A/B LG40 or B LG 42 if you turn off their HE you can try the 800m ambush. With a command star they will be good enough to one shot usually the Hellcat. The Phase B/C Stuh 42 have enough armour to play a dangerous game of tag with the Hellcats to stress them out. You also have a single Command car and ammo here.

AntiTank - Phase A gives you the Fs.Pz.Schreck which is standard. The Pak 41 Gerlich is just good enough at * or ** to win this if you can get them to less than 1k range, smoke helps, terrain helps so can an additional * from command units. I have seen maestros with the Puppchen, however, I am not one. Phase B has one PAK 40 and Phase C has four they can work but most decks get them in A not this late.

AntiAir - Flak 41 88 in both Phase B/C will do it if you have to.

Artillery - the GebH. 40 is a great artillery piece with good range, your smoke is limited to 81s or 120s. The offmap is good as well.

Air - Your only planes that can't kill Hellcats are the Storch and your fighters. The fighters have the higher HE guns that can hamper the Hellcat and put stress on it.
716 Infanterie
I am going to straight up admit I have never jelled with this division and don't play it well to begin with. You have two units in Phase A a PAK 40 and a Flak 41 88 that really threaten the 4th armoured. A good player is going to scout hard for them and hunt them with an M4 105. Good luck if you take this match up. The JU 88 S may save you.

Recon - Fusiliers are good.

Infantry - You have no AT in A, Ita. Freiwillige in B and C are better but hard to position.

Tanks - well... you have them, but in A they are almost outclassed, and by B and C the story keeps getting worse.

Support - This tab gives you lots of useful anti infantry units but other than ammo its not someplace you find a Hellcat killer.

Antitank - Your Phase A choices center on a single PAK 40 with the range get it a command star buff. The PAK 37 can work but you need to convince them to close to 1k range. Pz. Schrecks as always can get the job done. Phase B brings you the Marder Is which can try and Hellcat the Hellcats, also more PAK 40s. Phase C brings the PAK 43.

AntiAir - Phase A has 1 88m, B and C has more availability of them.

Artillery - You have all the choices you would need to support Hellcat hunting. Smoke, solid hitting arty, good range pieces.

Air - All the planes except the Storch and Fighters can be useful. The Phase C ME 109 G6/R6 is just heavy enough guns to stress a Hellcat but thats it.
91st Luftlande
This is the worst match up for any axis divison. You have one functional armour counter in A, unless you count the planes.

Recon - Phase A the Fs. Abwehr are important as in Phase B you only get Fusiliers which are worse but fill the same role.

Infantry - Phase A Ersatztruppen are important because you need to mix in the Fs-Jagers and use the threat of the AT they have to keep the enemy honest.

Tank - Phase A gives you almost nothing. Phase B has the Stug III G, C brings more of them. You need to support them with smoke and artillery the Hellcats but its doable.

Support - Ammo, and the Stuh 42 are the only things of note.

AntiTank - Phase A PAK 40 is your best bet if you can get it a *. The PAK 36 37mm exists and its functional and cheap but 1k range needs some help just to take a shot. the Fs.-Pz.Schreck are helpful in A but still short range ambush. Phase B has the PAK 38s which is the PAK 36 write large. So you have to hope Phase B/C Marder II hunt squad with a command star on them and artillery support work or more PAK 40s in C.

AntiAir - Phase C has Flak 36 88s but you need help long before them.

Artillery - The Phase A offmap and FK39(r) are both great but you will want smoke which means counting on the 50mm in phase A. Phase B has better smoke and the sFH396(r) which can kill a Hellcat. Phase C gives you more of the SFH396(r) as well as the 120mm mortar which can kill Hellcats and provide smoke.

Air - Phase A has a trio of solid choices. If you only want to kill tanks the HS 129 B3 is the best pick, the ME 109 G2/BR21 which you can use to rocket pod stationary units and open top vehicles to death. Phase B adds more good choices but the FW 190 G3 are pretty much garbage. Phase C is more good choices.
9th Panzer
This isn't the 12th SS and their pretty much auto win. But its a lively set of autocannons and Marders. Supposing its close at the start of C the Tigers Jagdpanzer IVs will slam the door shut. You are very vulnerable if you run out of your 1200m Mortar Halftracks as they are your only smoke.

Recon - You have Phase A autocannon tanks unfortunately you have the 600m version and its the really low AP version and they need at least a plus 2 AP bonus to really threaten a Hellcat so its more like a 350 or less meter choice.

Infantry - You get Pz. Grenadier and they have AT ability so 4th armoured has to play smart around that threat.

Tanks - Phase A autocannon spam is your forte with this division. Your tank tab has the 800m variety. The ideal grouping is a recon version and a command one and a regular Panzer II Luchs plus more Luchs if you can afford them. You need to smoke off your units to get close enough but they will scythe through most enemies used well. Phase B has some interesting choices but all need smoke or terrain to help. More stars is better than less so a Bef. Panzer IV H * or Stug III F/8 ** is my preference in B. The Panzer IV J are worse than Hs due to worse aim time. Phase C brings out your Tiger E ** which with command support scythe through all allied armour.

Support - Command Cars, Grilles and Ammo. That having been said the Grille shouldn't be used against Hellcats. Flammpz 251/16 are great but don't help you against Hellcats.
Antitank - So you hate the Hellcat with its lack of veterancy 1200m AP range and open top self that has 7 RPM. Your Marder III M has * and 8 RPM give it a command star and it outclasses the Hellcat even more. Its still a sketchy 70/30 play but its in your favour. Phase B has more Marder III Ms and the basic PAK 40s. Phase C gets you the hard counter Jagdpanzer IVs.

Air - Flak 41 88s in Phase C.

Artillery - Your mortars are super important to make sure you start every tank engagement clean with no stress so don't lose them and keep the smoke up when you can't shell the Hellcats directly with them. Phase B gets you some mediocre OP. The Phase C Hummels are amazing but show up late and don't pack smoke.

Air - Phase A features a ME 109 G2/BR21 which will do the job. Phase B has nothing. Phase C is the FW 190 G1. Your fighters are tough enough to stress a Hellcat but probably won't get a kill.
Panzer-Lehr
This is a super unfavourable match up. Your economy sucks so you have the counters but the 2-3 minutes a buy is horrific.

Recon - Look at the lovely Puma's that you can leverage against just about anyone except the 4th
Armoured. The SPW 234/1s with 800m autocannons are actually the best chance. They need smoke, and artillery support and command ideally. (Try the Puma's if you like but its harder).
Infantry - You have to be super careful with your infantry if you run out the 4th will surround you with rifles and run you down.

Tank - Basically every tank heavier than your Panzer IV Hs hard counters the Hellcat from B onward. I prefer the ** versions so I can make them *** with a command truck but they all do well. The Konigstiger * in Phase B can be a useful tool to leverage against any deck but 2 BEF. Tigers can cover more ground and are less likely to panic against the 4th.

Support - Ammo, Command Halftracks and Grilles.

AntiTank - Try the PAK 38s in Phase A. Phase B brings the Jagdpanzer IVs but they are worse choices than your tanks as they lack the turrets. Maybe bring some Pz.Schreck to help in A or B to make treelines a little more imposing.

AntiAir - Phase C has the Flak 41 88s.

Artillery - The Mortar in A is important because you will need the smoke, the Panzerwerfer is useful for kill shots. In Phase B Wespes can both smoke and kill Hellcats but have very little ammo. The Offmap is the least useful in my mind everything can be useful.

Air - Your only worthwhile bomber is the FW 190 G1 and its really bad compared to most bombers. Your fighters can all put stress on a Hellcat in a pinch.
Ratings overall
5 Star perfection


4 star
9th Panzer - Solid variety of phase A choices and a close economy curve give you a decent chance of winning.

3 star
3rd Fallschirmjager - I waver on this being 2/3 rating. Your infantry will let you win the fights you just need some luck and a decent map.
352 Infanterie - This rating is based on the strength of the FK18 artillery piece and a somewhat functional strategy to win.
116th Windhund - Solid units, functional economy.
17. SS-Panzergrendier - Shaky expensive units but you have the solutions.
12ss - Your only weak point is a low economy but what a weakpoint.

2 star
Panzer Lehr - Economic issues and bad unit match ups for the opening 10 minutes don't help your cause.
716 Infanterie - You have two anti tank units and not a lot of anything else.
21. Panzer - You suffer from 20 minutes of less than decent options. I can't recommend it.
16. Luftwaffe - You have two anti tank units and a total reliance on Flak 88s. If your opponent hasn't learned how to counter them you have a chance.

1 star
91st Luftlande - No answers to what the 4th can do except the air tab which leaves you kind of predictable.
Closing
I hope by now you understand how to beat a Hellcat or that smoke, terrain and veterancy matter and why. Feel free to comment if you feel I missed anything.