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Showing posts with label Version 4. Show all posts
Showing posts with label Version 4. 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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Thursday, October 12, 2017

Product Review: Battlefront's BB222 Small Desert Houses

By Ranger Dane

These are great little houses for your desert table.   These Small Desert Houses are being released as part of Battlefront's V4  North Africa Campaign. . These Small Desert Houses will also mix well in any Italian Campaign.  These Small Desert Houses will also blend seamlessly with any Arab-Israeli war game.



These homes are also representative of many Mediterranean homes.   Here are an actual Houses in North Africa.

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Tuesday, October 3, 2017

Product Review: Battlefront's BB225 Desert Walls

by Ranger Dane

A great little addition to your North Africa, or Italy battlefield terrain kit.  These wall sets come in “cover and concealment” (low wall) size and block LOS (tall wall) size. These wall sections are being released with the V4 North Africa campaign set, but they will also blend well in any Italian Campaign.  They will also blend seamlessly with any Arab-Israeli war game.

So let’s take a look at these walls that surround many North African homes, buildings and cities. These walls also surround many Mediterranean homes, buildings and cities.   Here are a few actual walls from North Africa.



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Wednesday, September 20, 2017

Product Review: Battlefront's BB215 Medium Desert House

By Ranger Dane

This is a nice piece of terrain for your Desert table.   This Medium Desert House is being released as part of Battlefront's new modern building line for use with Team Yankee, but will work great for WWII gaming as well. . This Medium-sized Desert House is being released with the V4 North Africa campaign set, but it will also blend well in any Italian Campaign.
This Medium-sized Desert House will also blend seamlessly with any Arab-Israeli war game.

These homes are also representative of many Mediterranean homes.   Here are an actual House in North Africa.



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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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Tuesday, August 15, 2017

Why We Fight: Episode 16

Cick here to download             In this episode Mitch phones in from - what sounds like - the Moon to talk to the boys about Historicon, and the new Mid-War American book. Shermans, Lees, and Stuarts, Oh my!
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Monday, August 14, 2017

2017 Flames of War US Mid War Nationals In-Depth Analysis


by Chris Fretts and Tom Burgess


"There's no Meta...like no Meta!"


2017 US Flames of War MW National Participants

The 2017 Flames of War US Mid War Nationals has come and gone. This year was especially noteworthy as this was the first major US tournament to use the Version 4 rules and the two new Mid War Books; Desert Rats and Afrika Korps. The event had 36 players battling across four rounds and 72 exciting games. There has been much controversy attached to the Version 4 roll out, but the US Mid War Nationals showed that the new rules are completely suitable for a large tournament format.


The first thing we must address was that even with 36 players, this event was much smaller than other US Nationals. One reason of course was players who have decided to stay with Version 3 or move on to other game systems, but perhaps more importantly this was a tournament that utilized only two books limited to forces that fought North Africa. With only desert British and desert German forces being there should be no surprise that the number of participants would be lower. We thought that 36 players, under these circumstances, was not really a bad number. Hopefully the expansion of Mid War force options over the next year will increase participation at the next US Mid War Nationals.


One concern many had about a Nationals tournament that used just two rather small army books was that there would not be much variation in forces.  To the contrary, there were 15 different combinations of forces out of 36 players.  5 combinations were German Forces and 10 combinations were British Forces.  7 were single formation Forces and 8 were two formation Forces.  9 of the Top 10 finishers were single formation Forces.  Within the various combinations there was additional diversity of unit selection.  In looking at the various Forces we did not see any exact duplicates and only a couple of similar forces.


You'll have to flank them mate...but how?


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Wednesday, July 19, 2017

DIECON V4 Early War Tournamnet AAR

By Tom Burgess


DIECON, June 3rd 2017, at Collinsville, Illinois included an V4 Early War Flames of War tournament which I had the pleasure to attend. This would be my third Version 4 tournament, but first for Early War. The tournament organizer was the very capable Will Yankowski.  The event had 10 players, some of which traveled from as far away as Wyoming and Kansas. 


The forces played in order of their final standing (1st place to 10th) were:


Tom [author of this article] - Czech Panzerkompanie [CV]- HQ 2 x PzKw-36(t)B; 4 x PzKw-36(t)B; 4 x PzKw-36(t)B; 4 x PzKw-II; 3 x Panhard 178(f); 4 x 10.5cm NbW35 Mortar; 1 x 8.8cm FLaK36 w/ Transport; Limited Ju87B Stuka
Charlie  - Czech Panzerkompanie [CV]- Rommel in PzKw-38T; 2 x PzKw-38T; 5 x PzKw-38T; 4 x PzKw-II C (Late); 1 x M/C Cmd MG, 4 x M/C MG. M/C Lt Mortar, M/C ATR; 2 x FLaK36
8.8cm; Priority JU87B Stuka




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Wednesday, June 21, 2017

FOW V4 Afrika Korps Command Cards

The long-awaited command cards for Version 4's Mid-War desert armies have finally arrived. Below is a recap of the command cards for the German Afrika Korps force.

If you'd like to see the full rules for using the cards, there is two-page pdf available here. This piece will discuss the appropriate rules for each type of card in the appropriate section.

Basic rules for using the command cards include two methods of deciding how to use the cards in your forces. Both depend on agreement between players. Chose either free use of the cards when building the force (up to the points for each force), subject to the limits for each type of card. Or, agree on a certain point value total that each player may add to their force.

Cards may be used multiple times in a single force, except for Warrior cards, and any cards with the Limited designation. Those may only be used once per force. A force may also include only one warrior card. Cards are also restricted by nationality of the force (German cards only apply to German forces and units) and by unit type.

Warriors
Many players on the forum have pointed out that the two books (so far) for force building in the V4 Mid-War period were rather thin, and didn't include many options players were accustomed to, such as Warriors. This set of cards provides two warriors for players to chose from: Rommel and Rettemeier.

Rommel's old abilities of Fingertip Feeling and Rommel at Point are gone. Instead, the new card, at 6 points, grants an additional two inches of command leadership distance to unit leaders. Rommel adds a victory point to your opponent's totals if you lose the game. If you win the game, you gain an additional victory point by fielding Rommel.
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Thursday, June 15, 2017

Why We Fight: Episode 15

Cick here to download             In this shortened episode, the boys discuss what they have been up to recently, and their changing levels of interest in FoW and other games. In act two, they look at the newly released "Fog of War" cards and ponder the problems, challenges and the potential excitement these cards will add to Flames of War.
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Wednesday, June 14, 2017

Fog Of War Cards Review


Battlefront will soon we releasing Command Cards.  The Command Cards, at this time, represent three releases.  One is specifically for the British, one for the Germans in MW and one that is not nation specific called the Fog Of War Cards.  Today, we will be taking a look at the Fog of War release and how it may affect play for Flames of War in the future for both casual and tournament play.

It is imperative to read and review the post on the use of the cards from the Flames of War website before you read the cards to understand how they are played.


Below are all the cards.  We review them in detail on the Why We Fight Podcast and I encourage you all to read through and draw your own conclusions.  We have a summary of our thoughts at the end of the article.  The cards are said to be used in the Dust Up and Free For All missions.  I believe that they could be incorporated in the Annihilation mission as well.  Currently, the cards are not designed to be used in any other missions.
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