Monday, April 24, 2017

FOW V4-LW Game Review

Let me get this out of the way first: Flames of War Version 4 is an excellent game.

McZermof and I played two games at the club on Saturday. The set-up was 1750pt late war tank companies on an 8x6 table. We were a bit light on terrain, particularly roads, so that's something we'll have to work on for next time. 48 square feet is a lot of real estate to cover, but we managed to arrange it to avoid having large lines of sight.
For the first game, we tried the "Battle Plans" mission selector from the More Missions PDF. I chose a Prepared Attack posture, while McZermof went for Hasty Attack. The die roll to chose the specific mission had me defending in Breakthrough. This made sense: you could imagine that the British were in the process of preparing for a major operation when the Germans threw in a spoiling attack. I quite like the Battle Plans concept, but would need to think through how it would work in a tournament context.

Due to the size of the table, the game broke into three separate actions: a German left hook of three StuGs running into three Comets, which was a matchup the Germans were never likely to win; a right hook of seven StuGs and two Hornisse against five Comets, which were slightly better odds; and a flank march of Sturm Scouts that had to come onto the table in the face of four Stuart Jalopies and three Universal Carriers. The end result was a British victory for the lost of five of their eight Comets, most of the damage being done by an Hs129B3, with the Germans hitting Formation Last Stand at the start of their Turn 5. All up, the game lasted a bit over an hour.
The British Right Flank: Comets afloat in a sea of burning StuGs.
The Killer Blow: The StuG missed, the Typhoon hit, the Germans broke.
For the second game we decided to play Dust Up. This game went much better for the Germans. Their reserves turned up and were able to make a concentrated push for their objectives, while the British reserves were late and had to be committed piecemeal to try and stop them. The Luftwaffe turned up every turn except for the first, and their lone Hs129 single-handedly removed five Comets from the British left flank. It all came down to a single 4+ Unit Last Stand for the Stuart Jalopies, who through speed and determination had managed to get themselves past three StuGs and onto an objective before being reduced to a single tank. They failed, leading to Formation Last Stand for the British at the start of their Turn 7. This game was a bit longer, at about two hours, but still pretty good for a 1750pt game that involved a lot of chat and leafing through the rulebook.
The End of Game 2. Note Stuart Jalopy on the objective in the far distance, about to fail its Unit Last Stand
As mentioned in my previous post, there were three main things I had wanted to learn from the day.
  1. Pace and Space. Light Tank mobility is amazing, particularly on such a large board. Special mention goes to the Stuart Jalopies, whose combination of Light Tank and Spearhead opened up interesting possibilities for deployment in Dust Up. Half-tracked is not as good cross country, but given a decent road network it would come into its own.
  2. Transport. I didn't end up using the halftracks at all. The infantry in fact didn't move much at all, due to me being the defender in both games: they parked themselves on the objectives and sat there. The lack of roads on our table would have limited their advantage anyway.
  3. Air Support. The Hs129 was the MVP of game two, and my Typhoons did pretty well on the occasions that they turned up. While the reduction in AT to 3 for all bombs and rockets means that those weapons are not going to be a huge problem for tanks, cannon-armed aircraft are incredibly potent against medium armour. An immediate change I will be making to this particular list is dropping the Carriers for a pair of Bofors SPs so that I don't feel like such a sitting duck next time around.
To summarise my thoughts from the day, the ruleset is quick and clean, yet are still undeniably Flames of War. Many rules have been stripped back or removed entirely, but it's evident that an awful lot of thought has gone into what has remained. This would be the benefit of having had Team Yankee in the wild for a couple of years prior to V4 being released, in what was effectively a massive open beta of the revised mechanics. No matter how thorough the playtesting process, there is no possible way that V4 could have been as significantly a change from V3 while still being as slick as it is, were it not for the influence of TY.

There were only a few issues that we came across.
  1. Fighter Interception. Under V3, purchasing air support gave you access to both ground-attack aircraft and fighter interception. It appears that under V4 the only fighter interception available is the 25pt purchase in the Early War British and French lists. I have no idea why this would be the case.
  2. Hans-Ulrich Rudel. Not present in this game, but if your opponent happens to bring Rudel along, then all you can do is resign yourself to losing two tanks a turn for the entire game. First impressions, given what I've already noted above regarding cannon-armed aircraft, are that he's probably broken. I cannot understand the logic of making him immortal (Charmed Life, page 43 of Special Rules and Warriors), rather than being given a variation of the 3+ Warrior Save (page 3 of the same book).
  3. Semi-indirect Fire. It took us a few minutes to try and work out what exactly can be rerolled by Semi-indirect Fire when needing 7s or 8s to hit. I'm still not quite sure that I understand how it's meant to work.
And that was it. Two full 1750pt games with a new set of rules resulted in only three quibbles. To reiterate my opening statement, V4 is an excellent game, and I look forward to playing more of it.

Thursday, April 20, 2017

Upcoming V4-LW Game Preview

This coming Saturday I have a game of FOW V4 lined up with McZermof. It's set up as a 1750pt late war game, being played on an 8x6 table. His post about it can be found here. I'll be taking my Comet Squadron for its first ever run, with my list being:
British Armoured Squaron - Nachtjäger
Company HQ, 290 pts
   2 x Comet
Armoured Platoon, 435 pts
   3 x Comet
Armoured Platoon, 435 pts
   3 x Comet
Recce Patrol, 185 pts
   4 x Stuart VI Jalopy
Motor Platoon, 140 pts
Scout Platoon, 95 pts
   3 x Universal Carrier + 1 x PIAT upgrade 
Limited Air Support, 170 pts
   2 x Typhoon
Total Cost: 1750 pts
I am borrowing M5 Stuarts and M3 halftracks from my American collection as I don't have models of their British equivalents, hence the difference in colours.  If the list is fun then I'll look to get the miniatures to do it properly.  I made up some removable commanders and .50cals to temporarily turn the Stuarts into turretless Jalopies.
Apart from getting a game in with a friend who is always great fun to play, there are a few other specific things I'm hoping to get from the game that have influenced my list build.
  1. Pace and Space. First impressions are that V4 looks like it promotes manoeuvre, so we want to put that to the test by putting quite small lists onto a table twice the size that they'd usually be found on. All of my vehicles have either Light Tank or Half-track mobility, so if the game has been built to favour movement then this is a list that should be able to exploit that.
  2. Transport. Under V3, motorised transport was only really of use on tables bigger than 6x4, and even then were usually more of a liability. Infantry have been given a significant speed boost in V4, but also now have a better save while mounted. It's going to be interesting to see how these two factors change the value of transport.
  3. Air Support. V4 is notable for the similarity of its rules to Team Yankee, and in that latter system failure to field air defence will cost you dearly. While nothing in V4 compares in any way to the firepower of the AGM-65 in TY, both of us are bringing cannon-armed ground attack aircraft to the table, and neither of us have any anti-aircraft units. Hopefully this will indicate whether fielding AA is going to be important in this system.
I'll post again after the game with some photos and thoughts.