My blog about my wargaming activities. I collect a lot of 15mm miniatures for the American War of Independence and so collect a lot of rules for this period. I started miniatures with Napoleonics, so I have a number of armies in 6mm and 15mm figures for skirmishing. I have15mm WW II figures that I use for Flames of War, Memoir '44, and someday, Poor Bloody Infantry. Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about.
Monday, May 02, 2011
Important Rules in Flames of War
The Gun Tank rule, not to be confused with the various Mixed Platoon rules (which discuss hit allocation at a platoon that has different team types), deals with shooting at a platoon of Tank teams that consist of two different types of tanks. By types, I mean mark and model being different, such as a British Armoured Squadron consisting of Cromwells and a Sherman Firefly or a Tunisian Tiger Platoon consisting of Tigers and Panzer IIIs.
This rule allows you to force your opponent to allocate hits to those tanks they normally want to protect, so it is important to remember it so you can, for example, pick off that Firefly rather than having it be the last to die.
Smoke bombardments are not simply a lot of smoke rounds put together to cover an area; a smoke bombardment is almost like dropping a woods temporarily on the battlefield. The smoke produced by bombardments block line of sight beyond 6" and conceal within 6". This allows you to cut out a huge swath of the field from shooting at you. This is a great way, for example, of blinding long-range ant-tank fire.
For the Germans, the Company HQ with its two little GW43 mortars, can create a smoke bombardment; for the British, the new Armoured Squadrons have the Cromwell CS in the Company HQ for the job.
Shooting Was Too Successful
The first time I read about this rule was in the clarification of it in the More Again Lessons from the Front (MALFTF). That caused me to look the rule up to see what the heck they were talking about. This rule can easily give a unit 8" of extra movement in a turn (4" for the assault and 4" for the consolidating breakthrough), so it makes sense to learn it. I can also see this rule causing the most arguments, so before you roll for shooting, it might make sense to point out where your units are within 4" so that if this rule applies in the Assault phase, there are no questions about where an eliminated stand was and whether this rule can be invoked.
For those that say that Flames of War is a simplistic game I think they have not looked at how extensive the rules are or how nuanced it is.
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- Huachuca City, Arizona, United States
- I am 50 yrs old now. I bought a house in Huachuca City, AZ (although I have a townhouse in Houston, TX and a small home in Tucson, AZ) working on a contract for "the next two years" that is going on five years now. To while away the hours I like to wargame -- with wooden, lead, and sometimes paper miniatures -- usually solo. Although I am a 'rules junkie', I almost always use rules of my own (I like to build upon others' ideas, but it seems like there is always something "missing" or "wrong").