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Showing posts with label FoW. Show all posts
Showing posts with label FoW. Show all posts

Thursday, November 9, 2017

FOW LW Tournament - Toywiz October 2017

I headed down to Nanuet, NY to participate in a tournament run by Troy Baker and Ordo Malleus.  Its been a while since I've gotten a game with these guys since they manage to schedule their tournaments during every wedding I've been forced to attend over the past 2 years.  And there have been many weddings.  As my Friend "Matt Varnish" and his Canadian cohorts know, I've been unable to attend Canadian Nationals for 3 consecutive years due to weddings on Labor day weekend.

But the good news is that I'm running out of friends who haven't been married yet.....so I may have more time to do the important things....like painting models, and fighting with toy soldiers.

Some shots of the store:



The Tournament would be played in three rounds, and I brought my airborne, along with their over sized but pretty tray.  It would be the second time I had played Brit airborne in a tournament and I had learned some lessons from last time. I hoped they would pay off.

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Tuesday, October 24, 2017

Cruising with the Crusader Swarm - An Advance the Colors (MW 80 points) AAR




By Tom Burgess

There has been a lot of speculation and conjecture about Crusader and Honey Swarms being overpowered in Version 4 of Flames of War. However, my previous experiences at tournaments which had players playing Crusader and/or Honey "swarms" were not showing that these list we at all overpowered. In four MW tournaments, including the 2017 US MW Nationals, I had not seen one of these forces even place in the top three. At the US MW Nationals none even made it into the top half of rankings. However, it seems that these formations still have been a bit of a bugbear to many players despite articles and AARs posted by myself and Chris Fretts showing that they are not that dominating. So the only thing left for me to do was try a "swarm" myself and see how much damage I could do with it.




I've been enjoying playing MW Desert FoW battles since the release of Version 4. I have both DAK and 8th Army forces now, but had not yet tried the dreaded "Crusader Swarm." I already had enough Crusaders models on hand to kit out two full squadrons, but only one was painted. Seeing how questions about the "Crusader Swarm" still lingered and with Advance the Colors, an 80 point MW Tournament, approaching this gave me great motivation to build and paint up my second Crusader squadron.

Why Crusaders over Honeys? For me it was most simply because I had picked up some of the V4 MW British starter boxes to support my LGSs and that's what they came with. However, I do think I like the Crusader more so than the Honey anyway with its option to upgrade some to a Crusader III with 6pdr guns and Crusader II CS with a bombardment capability. The only trouble being how to tell the Crusader IIs, II CSs, and IIIs apart! I also really like the look of the Crusader as a sleek low riding gun platform that I could easily visualize kicking up some serious dust storms while running around the flanks of Panzers.



Building the Force.
The easy part was that two full Crusader squadron of 16 tanks each would be the basis of the force. That would give me full two HQ troops and eight line troops. I already had the first squadron modeled with two 6pdr and one 2pdr gun in each troop. I wanted the experiment with some new mixes in second squadron. For the 2nd Squadron, I modeled two troops will all 2pdrs and two troops with two 6pdrs and one 2pdr.

Formation 1 "A Squadron, 3rd Queen's Dragoon Guards (Bays)"
HQ: 2 Crusader II, 2 Crusader CS (7)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)

Formation 2 "B Squadron, 3rd Queen's Dragoon Guards (Bays)"
HQ: 2 Crusader II, 2 Crusader CS (7)
3 Crusader II (5)
3 Crusader II (5)
1 Crusader II, 2 Crusader III (7)
1 Crusader II, 2 Crusader III (7)

For support I thought that I needed at least some option to use "Spearhead" moves so I added the minimum necessary to have that capacity. This came in the form of three Universal Carriers with no upgrades. The last unit for this force was a Hurricane flight. I have found these crucial in my past games for dealing with Marders and Schelppers in German forces. Being that Advance the Colors would have Blue on Blue matches possible as well, I thought Hurricanes might help against M10s in US forces that I was likely to face.

Support
3 UC (2)
Hurricane (9)

That left me seven points for Command Cards. I normally don't take Command Cards as I don't find them really that necessary to do well, however for this test run of a Crusader Swarm I felt that I'd needed to take some. If I did not do well, I did not want people to say it was because I had not kitted out the Crusaders with any Command Cards.

So I first choose "Scout Tanks." Even though these make it harder for the Crusaders to flank Panzers and Shermans, it helps the Crusaders get hit less on the way in. To make up for the loss of speed incurred from the Scout tanks card, I next picked Pip Roberts. Though it's a bit of risk, successful Blitzes followed by a tactical move could get my Crusaders back on the flanks of Panzers and Shermans. That left just two points. I could have just taken another UC unit, but instead thought I'd experiment et with "Cavalry Commander," because it seemed cool and fluffy, and "Lucky" which I never used once for the whole event!

Command Cards
Scout Tanks (1)
Pip Roberts (4)
Cavalry Commander (1)
Lucky (1)

Game 1

My first game was Bridgehead attack Dick H's US Armored Rifles backed up by M10s.

U.S. Armored Infantry
HQ: 2 Carbine (2)
FU: Short AI (12)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 M3 81mm Mtr Carrier (2)
SU: 4 M10 (32)
SU: 3 M7 (11)
SU: 2 British 6pdr (6) 

I was the attacker and Dick deployed all of his forces save the four M10s on the board in reserves and a pair of British 6pdr guns in ambush. My plan was to swamp his right where one of the objectives was a bit further away from any buildings that infantry could use to occupy and contest an objective from and I could get some early direct fire shots on his M7 priest.


As my Crusaders advanced on Dick's right my Crusader CSs bombarded the buildings near his right objective. My Hurricanes arrived on turn 1 only to be shot down by .50 cal fire from his Assault Guns. That's the first time I've seen a whole flight taken out in one sweep in V4.

In Dick's turn one, he sprung his 6pdr ambush on the hill on his right. Those two veteran guns kept my Crusaders pinned down for four, if not five turns. Meanwhile I knocked out the Assault Guns and Priests and managed to chew through a good part of one of his right infantry platoon. Dick's M10s came out of reserve and proceeded to engage in some long range sniping.


I realized that time was running out and had to assault to clear off the last 6 pdr and destroy his HQ, but Dick still had infantry in the buildings contesting the objective which I could not assault. Fortunately there were a few teams from that platoon in foxholes outside the building which I could assault. Fortunately I was able to drive off the platoon in an assault which included forcing his teams in the building s away from my Crusaders near the objective.



So I won just as the time limit expired, but it was a bloody 6-3 win. Dick had actually managed to break one of my two Crusader formations. He in fact had destroyed well over 50% of my force. I learned that I need to be a bit more patient on bringing in my Hurricanes against US forces and that my "No-HE" tanks were not likely to shoot any infantry off of objectives.


Game 2

In game two I was matched against Richard N's US Rifle Co defending in No Retreat.

U.S. Infantry Rifle Co
HQ: 2 Carbine (1)
FU: Full Inf + LMG (9)
FU: Full Inf (8)
FU: 3 81mm Mtr (3)
FU: 3 81mm Mtr (3)
SU: Full AI (15)
SU: 4 M10 (32)
SU: 3 British 6pdr (9) 

The board had big town centered in his deployment area where he of course placed his objective. I placed my objective out in the open on Richard's right but he placed his Armored Rifles all over it and all of his minefields in front of it. He placed his four M10s in reserves and a unit of three British 6pdrs in ambush. I knew taking on two Rifle Platoons in a town was going to be hard, but I was hoping I could pull it off like I did in game one and I wanted no part of that Armored Rifle platoon with 5 bazookas backing up a minefield.


I initially advanced the Crusaders on broad front, but shifted all of my forces to my right as Richards M10s came out of reserve on his right. Richard popped his 6 pdr ambush on his left against my main effort but without causing major losses. So I dropped in a smoke screen and dashed what I could to get all of my tanks shielded by the smoke from his 6pdrs and by the town from his M10s.


I used my "Cavalry Commander" to get flank assault on the 6pdrs clearing them. I was then starting to circle the town from the rear and started knocking off the halftracks from the Armored rifles to reduce the AAA fire my Hurricanes would face when coming in on the M10s. Meanwhile my Crusader II CSs bombarded the town and most of one US Rifle platoon was destroyed. This forced Richard to shift over teams from his second platoon and Armored Rifles. The Hurricanes and some 6pdr Crusaders finished off the M10s and some Crusader II's overran a US mortar platoon but time had run out. The game ended as a draw 3-3 with us each losing three platoons.


In hind sight I should have just said "damn the minefield" and thrown all my weight against the more exposed, but heavily protected objective. It might have risked a loss more there, but there was a chance for a win maybe. I fear that instead I took a course of action that was "safer" but in hindsight, likely to only ever win in a draw.

Game 3
For the last round of the first day I was matched up against Chris N's German DAK Pioneers in Breakthrough with me attacking.

German Infantry
HQ: 2 SMG (2)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: 3 Captured 6pdr (9)
SU: 4 Marders (16)
SU: 4 Captured 25pdr (14)
SU: 2 Sd 231 (2)
SU: 2 Sd 231 (2)
Cards:
Captured 6pdr
Captured 25pdr
Pure Luck: (1)
Pioneer Company (1)
Erwin Rommel (6)



Chris placed captured 25 pdrs  as a base of defense. He had captured 6 pdrs in ambush had one of his three Pioneer units on the board along with two SdKfz-223 8 Rad units. In reserve he had the rest of his Pioneers and a unit of Marders.

I decided to weight my advance on my left dashing up behind a smoke screen from all the Crusader CSs tanks. Chris popped his ambush on my right flanking some Crusaders, but I took minimal losses and would soon leave these captured 6 pdrs behind me.



After the smoke screen cleared I again found myself having great difficulty taking out veteran dug in guns with my "No HE" tanks. It took several turns to clear them and I lost a few troops to the fire of those captured 25pdrs and the Marders. The Marders actually were taken out quicker than the 25pdrs  once they came in from reserve. My Hurricanes were a big help here.


Again as the clock was winding down I found myself in a situation where  had to assault on the last turn of the game to push my opponent off the objective. It worked despite getting counter attack rerolls from his Formation Commander. So again I barely squeaked out a 6-3 win.


Game 4

In game four I was matched against Chris F's US Armored Rifles backed up by M3 Lees, P 40 Warhawks, and worst of all...more veteran British 6 pdrs! Our mission was Encounter. 

U.S. Armored Infantry
HQ 2 Carbine (2)
FU: Full AI (15)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 37mm AT (4)
FU: 3 81mm Mortar Carrier (2)
SU: Recon Patrol (3)
SU: 4 Lee L (24)
SU: 3 British 6pdr (9)
SU: Warhawks (6) 


Chis had deployed his 6pdrs his left which meant that I was going to push everything against his right.On Chris' right he had his big Armored Rifle platoon and 37mm Anti-Tank Guns on a hill.  Both of my Crusader CS HQs ranged in on the hill and rather than face rerolls of saves on following turns, Chris pulled most of these units to the reverse slope of the hill leaving some infantry forward as a screen.



I had massed all but one Crusader platoon against Chris' right.


He got his reserves exactly where he needed them and rolled in his M3 Lees.  I lost a few Crusaders but was able to use Blitz moves to get my 6pdr Crusaders into some concealing brush. His Lee's in the open being much easier for my Crusaders to hit than his Lees could hit back made this a losing battle for him. It would have been better if he brought his Lees up on the Hill to get Hull Down, but it was just way too contested there.



After knocking out the Lees and 37mm ATG I found myself again short on time so had to go into the assault to win the game.





Fortunately, I had four Crusader troops that were able to get into assault position. The first three assaults ended in disaster. All three were defeated by just a pair of Bazookas. Chris would kill or bail one Crusader on the way in, and then kill or bail one in melee and the troop would then fall back leaving it bailed tanks to get captured.


Only the fourth troop one it's assault, but it was too far the objective to push Chris back enough to secure the win.  So we ended up as a 3-3 draw.


Game 5

Going into my last round I had two 6-3 wins and two 3-3 draws (losses). This round was going to be Dust Up and I was matched against Joe M's US Rifles backed up with 105mm Howitzers, British Grants, and Sherman tanks (which were his reserve).

U.S. Infantry
HQ: 2 Carbine (1)
FU: Infantry S (6)
FU: Infantry S (6)
FU: Infantry S (6)
SU: M3 Stuart OP (1)
SU: 4 105mm Arty (10)
SU: 4 M4 Sherman (32)
SU: 3 M3 Grant (18) 



I finally got to use Spearhead in this round! I sent my UCs far to my right as I could and placed virtually everything there with them. My Hurricanes and Crusader and most of my A Squadron were in reserve. So basically I had all of B Squadron and the A Squadron HQ on the board.




In the first few moves I concentrated my Crusaders on Joe's British Grants while then HQ Crusaders CS tanks bombarded his 105mm artillery.  I lost my "Cavalry Commander" Crusader platoon,  but finally managed to knock out the Grants and whittle down the 105mm artillery to just two guns. 
I had also managed to kill off all of Joe's Bazookas after the Bazookas from his rear platoons moved forward to support his front but where caught out in the open.



I was able to get an initial assault against the front objective, but the single troop I was able to send it was repulsed fortunately with no loss.




In the next turn, with Joe's Shermans, came rolling out of reserve. I saw that I could concentrate a Crusader troop and a Crusader HQ to assault.  Joe managed to throw back one assault, but the second succeeded as I pushed Joe's lead Rifle platoon off of the front objective.


Unfortunately Joe's Rifle platoon leader was just out of range to allow a counter attack reroll from his Formation Commander. They were close enough when he deployed, but losses and counter attacks caused Rifle platoon leaders position to change. This game was a 7-2 win for me and was my quickest game.

If Joe had dashed his Shermans on instead of moving tactically and shooting when they arrived, then I think he could have got his Shermans in close enough to provide defensive fire that would have prevented my game winning assault.

Recap

So I ended up the tournament with 25 points and secured 4th overall. I tried my best to get in the top three but running a force with virtually all “No HE” tanks and then facing off against three infantry and two Mech infantry companies was going to be rough.  

My Crusader tanks did fine against any other tanks they faced but struggled against veteran anti-tank guns. The Crusader CS got to use smoke screens in at least three games, which was great, and they did well when they bombarded trained US units, but struggled to get a pair of 4+’s when bombarding veterans.  My Hurricanes died instantly in game one and never made an appearance in game four or five, but they were crucial in knocking out M10s in game two and Marders in game three.

The Command Cards were a big help. The “Scout Tanks” cards was crucial as I ended up in a lot of frontal gun duels. No doubt it was very useful, but I felt it automatically compelled use of the “Pip Roberts” card to help give back , through a blitz, some of speed that the “Scout Tank” cards caused.  “Cavalry Commander” was a neat card and I actually got to use it a couple times, most notably to flank a British 6pdr unit in game two. The “Lucky Card” was never used once as I always seemed to forget it. It might have made a difference in my game four if I could have remembered it on one of my key failed counter attack rolls. I’d have loved to have got the “John Currie” card in if I had the points, but I found with good placement of my two formation commanders that they allowed for enough remounts and re-rolled last stand checks to keep my 5+ morale units going. When a troop was down to a single tank, I was not worried about it sticking around that much.



I had a great time running this force, but found the “Crusader Swarm” far from an auto-win. I only ended up with three wins and two of those were very close wins. Another player also ran two British light tank formations, but he had much less tanks but had  more support. His force was more balanced than mine and he was able to take 2nd place. That player, by the way, was one of the top 10 ranked players in the US! He had:

British Armor / Armor
HQ: 1 Crusader II , 2 Crusader CS (5)
FU: 1 Crusader II, 2 Crusader III (7)
FU: 1 Crusader II, 2 Crusader III (7)
HQ: 4 M3 Honeys (7)
FU: 3 M3 Honeys (5)
FU: 3 M3 Honeys (5)
SU: 4 25 PDR (14)
SU: Hurricane (9)
SU: U.S. Armored Infantry(15)
Cards:
LRDG Raid (2)
Artillery Expert (1)
Scout Tanks (1)
Roll Over Them (1) 

Final Observations

I think the best thing about the “Crusader Swarm” was that due to the attacker/defender selection system used at Advance the Colors, I was the attacker in every defensive and mobile mission. I liked that and also found that in the two fair fight missions, my opponents were basically constrained to a defensive posture.  So the initiative was always in my hands and I pretty much got to dictate where the main fights would occur, even if they did not always work out in my favor. I liked that a lot about this list.

The list does have its problems though. No serious bombardment capability and No HE on virtually all tanks meant that just a few veteran AT Guns could really cause me problems. Then there was the issue about not being able to assault into buildings at all. This really hurt me in game one and game two. Finally the list does bleed points with its 5+ last stand checks. I lost at least three units in every game except the last. In a couple of games I lost as many as five or six units, and in at least one game a whole formation.

In my assessment, the “Crusader Swarm” can be a lot of fun to run if you like to maintain the initiative, but by it’s very nature it is unbalanced and will have a hard time pressing the attack to take objectives. I’m pretty sure I’ll not run two full Crusader squadrons again at less than 80 points, but I’d like to try it again 100 points to see what it can do with some better support options added.


Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.





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Wednesday, August 16, 2017

Fighting First Command Cards Review Part 1




The American Mid War Command Cards are Here.  Because of the number of cards we have broken this review into two articles.  The Fighting First book has drawn a great deal of attention due to the variety of units as well as the improved options over the current Mid War books.  The Command Cards are sure to do the same.  Unfortunately, we can not cover every single card in the new release.  We hope to give an overview and a general feel of the cards.

The Command Cards can have a serious impact on your list.  The ability to hold in secret an ability or action that your opponent does not know you have can in itself be a game changer.  The community seems to be of a mixed opinion on the cards as a whole.

In Version 3 many people claimed that it was unfair that some units got special rules for free. It seemed unfair for play balance.  The cards seem to rectify this by allowing a degree of customization.  However, the question becomes how many cards, or points worth of cards, should be allowed in a game.  At this point I do not have the answer.
The American Fighting First book has a variety of formations and units to choose from.  By themselves the overall impression I have of them is that they are not overpowered and have some severe disadvantages.  Combinations of cards will have a major impact on Force development.  The cards can overcome many of the short falls of the Fighting First units as you will see in our reviews.

Three points seem pretty expensive for this ability until you realize that this card may very well save your thirty-two point unit from any return fire.  This in combination with other cards can make tank destroyers much more reliable and survivable.
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Wednesday, June 7, 2017

Version 4 Mid-War US Nationals Practice Tournament Review



By Tom Burgess


Flames of War's Version 4 Mid-War has certainly not been without its controversies and mixed opinions since its release. A good bit of it is justified, with much of the consternation about the new rules and lists coming from tournament focused players. Many of these have opinions that the lists in the first two Mid-War books are too limiting, that formations would be too hard to break, and that games will just stagnate into dull draws. In short, some have claimed that the new version of the rules would not be viable for tournament play.

However, our local gaming group has been having quite a bit of fun playing Version 4 of Flames of War, to include the new Mid-War period lists. We did not see any reason why we should not at least try to run a Mid-War V4 tournament. So we schedule as small event that was conducted on May 20th, 2017 at Hard Knox Games in Elizabethtown, KY. We decided to make this a "practice" event for the upcoming 2017 US Mid-War Nationals as many of the players who normally travel to our events are already planning to make the pilgrimage to Fredericksburg, VA this July for the US Nationals. Accordingly, we set the event for 75pts forces coming from the two new Mid-War books, with two hour rounds consisting of a Basic Mission, an Advanced Mission, and ending with another Basic Mission.



We set our upper limit at 16 players. This is the most Hard Knox Games can accommodate without impinging on other card gamer space at the store. On May 20th, 14 players from Kentucky, Indiana, Ohio, and Arkansas answered the call! It should also be noted that this tournament did not utilize the new "Command Cards" as they had not been released in time for this tournament though they will surely be available by the time of this article's publishing.
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Friday, April 28, 2017

Cold War Doubles 2017 - Canadian Misfits and British Toy Cars

Kurt Reese, scholar, gentleman, and general man about town was kind enough to bring in the boards and host a farewell to V3 in Midwar.  A period many of us have enjoyed for its balance, slightly more limited or sensible list options, and all around fun play.  The Rules would be standard I95 fare for a doubles tournament, 2000 pts total per side.  1000 per player.  with the ability to swing a few points to one list or the other.  No similar company types, no tank and tank for example. and no fortified lists.  For a while it appeared I would have no partner...but a friendly Canadian came a calling with only a few weeks to go.

I had only played against Dennis Campbell once, and had found him to be a really nice guy and a fun opponent, but I was worried.  I was worried Dennis (Matt Varnish on his dice devil's blog) wouldn't be as on board with the kind of nonsense list I was hoping to run. But then he sent me his list...and he did not disappoint me.  It was garbage.  Beautiful garbage.  every portee gun he had never run more than once or twice.  A masterpiece in what I thought was uncompetitive list building.  I decided to do him one better.

Below - Dennis Campbell's Portee masterpiece a veritable island of misfit toys



...and I brought the armored cars... as a motor infantry company.  We both paid the extra points for trucks...because nothing says go for it like a movable deathbox with a 5+ save.

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Wednesday, April 26, 2017

Cold War Singles 2017 - Last Call for V3

I was foolish enough to sign up for 6 games of FOW in 2 days.  I had a blast, and even squeezed in a team Yankee game in between, but man, was that a lot of standing and measuring and rolling dice.  cheers to the folks with the stamina to do that at nationals, I haven't yet had the pleasure.

When choosing a list for my last major tournament in V3, I wanted ride out on the horse I rode in on.  The 2nd Household Cavalry.  With the new V4 rules, recce isn't quite as fun anymore.  no more disengaging.  no more exposing ambushes.  the recon move itself has less utility than it did.  the special rule these guys have, to disengage after having shot, would be gone.  So i gathered all my dingos for one more crusade.

Kurt Reese was nice enough to lend me his display board, he carries a spare.


9 platoons (when you include the Staghound HQ platoon)

Priority air would also do a lot of work this tournament.  The v4 rules at first had me excited, but after looking that they had nerfed the Typhoons rockets to be AT 3 in a bombardment, I don't really ever see a reason to be taking them in the future.  I would have used them to kill heavy tanks, but now that's not going to happen.  Cannons are AT 8, and on a side armor for a tiger of.....8. what's the point? Live it up while you can I suppose.
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Monday, March 27, 2017

V4 Launch Party - Hobbytown USA - New Milford, CT USA



This Saturday, my home club, Ordo-Ineptus had the only listed event in Connecticut for a FOW V4 release party.  One of the leaders of the club, Kevin Dietz brought a ton of terrain, and a crew came in the night before to get 2 tables set for demos.


The Tables setup as George looks on at a demo game

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Thursday, March 23, 2017

1945 LW FOW Tournament - Feb 18th "The Final Hour" - Kirwan's Game Store

The end of V3 is fast approaching, as many regular readers of this blog are aware.  And with it comes a possible end to many lists and models we held dear.  In an effort to say our final goodbyes to a version of the rules many of us loved dearly over the past 1/2 a decade, Chris Johnson (my arch enemy) helped put together a tournament up at Kirwan's Game Store. 1945pts LW, 3 rounds, beginning at 11am.

Below - Chris Johnson and a raffled off German Panzer Army for EW.  Everyone started with one ticket, but each loss earned you another ticket. (very good idea)

My List: I debated a lot about what to bring.  I decided on something I could never get to work.  I had only played them once, at 1425 pts and they were the worst list I ever brought to a tournament.  I should have known better at the time, but there it is.  What is over pointed like crazy? What is a fast tank? What has the stink of the oddly non-synergistic British rules about them.....you guessed it.  Comets.

My List - Nachtjager
British Motor Company (which for some reason is an Infantry company)
HQ - 2 white scout cars with cmd and 2ic
1 - Motor Platoon (cmd MG team + 3 MG teams w/ piat and lt mortar) (6 stands)
2 - Motor Platoon (full)
3 - required scout platoon (3 UC's)
4 - Wasp platoon
5 - AT guns 6pdrs
6 - mortar platoon
7 - 4 comets
8 - 4 comets

for a grand total of 1945 pts.

First Round - Joey Laderoute from Blackmoon Games in Lebanon NH


I missed the chance to play him last tournament so I was glad I got a shot this time around.  He brought American Tanks, Jumbos and Easy 8s, and an assortment of other trained armor. He reasoned that in V4, Easy 8s were dead, and Jumbos wouldn't be nearly as good. He attacked, since I was an infantry company.
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Thursday, March 16, 2017

FOW - Stalingrad 2000 Point Multi-Player

With the impending arrival of Ver 4 to our gaming tables, the regular players at the Brookhurst Club in Orange County California decided to hold a multi-player Stalingrad FOW game. I had run the Able Kompanie Stalingrad intro game at GenCon several times, so we decided to run a modified version of it. We changed the table arrangement so it wasn't a duplicate and created different army lists up to 2,000 points per side.

Our rules for the game included the following:
Movement and Cover: All of the table was (at best) Slow Going - Except for roads (regular cross country on roads).
Rubble (any building or rubble bases, as well as blast craters) gave bullet proof cover to infantry if their base was at least half on the rubble base.
Bunker Busters: Building with four walls, and a second story floor or roof were considered "buildings" for bunker buster guns.
Other terrain such as railroad embankments, etc followed the rule book for Ver 3.
Buildings and rubble bases required skill checks for vehicles to avoid bogging.


Scoring: Based on the Able Kompanie GenCon version, we ran a total of eight objectives. Three in each deployment area, and two in the center of the table. The center objectives were slightly offset from the center line, so each side could attempt to get close enough to contest in turn one. At the beginning of each side's turn, they received points for any objectives they held (or had held, and were not contested by the enemy). Objective in your own deployment zone were one point each. Center objectives were two points each, and if you got lucky enough to take one in the enemy deployment zone, those were worth four points each.
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Thursday, November 17, 2016

FOW: Bastogne In Brea - Tourney Recap in SoCal

Note: Photo Dump at the end of this article

If you are new to the Flames of War hobby tournaments may be a bit intimidating if you’ve never been to one. Or, you may not have any in your area to attend. I can understand. Here in my neck of the woods of Sunny Southern California (USA), tournament are about as prevalent as rain or snowstorms in that same area. In other words, almost non-existent. I recently relocated to SoCal from the USA’s midwest, where FOW tournaments blossom like dandelions in a country lawn.

So, when I find one in my own back yard, a mere 40 minute drive away, I try to make sure I can get to it. Originally, I was scheduled to make a four-plus hour drive to Las Vegas, and attend a two day tournament there - but family commitments interfered with that plan. I was afraid this local tourney was going to face the same fate. Fortunately, I was able to finagle the family schedule and sneak in a day of gaming around the other activities.

This tourney was held at The Realms Comics and Games in Brea California. A nice little shop in Orange County (East of Los Angeles proper). After a few last minute cancelations, the tourney stabilized with eight players. Our lists were pulled from the new hardcover Bulge books. We didn’t have to deal with winter weather on the tables, but all forested areas were treated as sparse, with a 12 inch vision range, instead of six inches.

1685 points of Desert Rats fun!

I elected to run a Desert Rats 7th Armoured Division Mechanized Infantry Company. Two solid platoons of infantry, backed up with two platoons of three Cromwells plus one Challenger, along with heavy mortars, carriers, and Daimlers (with a Dingo). I wanted to find room for more 17-pounders due to the plethora of Jumbos, Panthers and King Tigers that I expected would be swarming the fields,

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Friday, October 14, 2016

Market Garden Final Game

Our club up here "Ordo-ineptus" - Rolling low, rolling proud! , just wrapped up a Firestorm Market Garden Campaign.  The Campaign itself, while fun, was such a lopsided drubbing in favor of the Germans that I resigned formally as commander in cheif of allied forces forever.

We elected to end with a total war game.

The mission was a double sided breakthrough.
We wound up making a few tweaks to it in terms of size and layout.  We placed one objective on each end of the bridge.  In order for a team to win, they would need to break through the defenders and reach the other side of the bridge.

Defending companies could attack each other, or contest the objectives, but never control an objective.

Both Defending companies had 1500 pts, and deloyed on the board in a 2 ft bubble.

There would be 3 attacking companies, each with 1500 points, but they would be operating with half their platoons in reserve.  The idea being that what starts out as a tough fight for the defender, eventually becomes a massacre.

Some shots of the board.

(Club members from left to right, Wes (red shirt) Shane Lindey, and Kevin Dietz - German Commander)
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