Kategorie: Wargaming

  • Club campaign game in round 4 with FoW 3.0 rules

    Club campaign game in round 4 with FoW 3.0 rules

    Yesterday ElComandante and me had a nice game together with Thorsten, who gave us helping hands with the 3.0 version of the Flames of War Rules. You need to know that learning rules is a matter of years for ElComandante and me. Therefore we now established a rules corner with big prints of the rule summaries, where you can think of your mistakes, if somebody sends you there.

    Hungarian Panzer IV, 15mm  models by Battlefront, Painted by Tankred

    My first impressions of the rule system were very good. We had several situations where changed rules applied. I will now give you a short summary of what happened and why it felt intuitive and correct.

    We played the reworked cauldron mission, which saw changes in the setup area. The cauldron now is at one long table edge, which I like very much and the defender has delayed reserves. Since the attacker has reserves too, there is less material on the table at the beginning. As far as I remember the old cauldron saw incredible much stuff on the table at the beginning.

    T34 company, miniatures by Battlefront, painted by ElComandante

    The new setup was quite good for ElComandante since he had an entire maximum unit of Kartjushas across the Don, and an heavy mortar platoon (anybody happens to know if that is possible?). Since this leads to an devastating template ElComandante was initially lucky with the die result of the cauldron mission.

    Since I decided some seconds before we rolled the dice for a scenario that I will field tanks and not an Assault Pioneer Platoon I cursed some times. A minefield could have been helpful against a tank company. However I fielded a hungarian Gépkocsizó Század with 2 platoons infantry, 1 anti tank platoon, 1 weapons platoon, 1 Artillery platoon and 1 tank platoon. I decided to start in the cauldron with two infantry platoons and 1 antitank platoon in immediate ambush. I chose to use off board artillery as ElComandante did.

    I decided to act very defensive, which is the usual choice for infantry in a cauldron. ElComandante attacked with infantry and tanks at my left flank. He rolled both units available at the start in the same segment.

    Hungarian infantry in the cauldron

    Now it came to the first changes in terms of rules. I was able to let my anti tank guns go to ground. If guns do not shoot or move they now have a 3+ save and are gone to ground. Therefore I could position the anti tank guns at the edge of a wood and I could wait, until the tanks attacked my infantry in close combat. Before that rule change it was possible to shoot down anti tank guns with tanks especially when the range of the tanks exceeded that one of the guns. Now it´s less easy for an attacker to get rid off the guns.

    Since there were enough options for my opponent to put pressure on my guns with artillery the change felt good. Now it is possible to have guns on the table if there is no ambush option.

    First sovjet assault on the hungarian positions.

    The next changes came to live when the first assault on my right flank with the first reinforcements took place. ElComandante attacked rather quickly with a T34 company. The new rules are very intuitive since only teams with enemies in 30cm distance may move into the assault, and only teams with enemies in 20cm may shoot defensive fire. Congratulations for these excellent changes. This reduces cheesy movements in FoW by 80% I think. In our case the attacker´s dice where unwilling to win and the T-34 lost the first attempt, which was not very likely. One tank was bailed out, the company had not the morale to attack again and lost one vehicle in combat.

    On my left flank the infantry with lots of submachineguns rushed towards my positions. I have chosen to let my infantry fire with the help of two heavy machine guns attached from the weapons platoon. Since I faced only one infantry platoon I decided to change the position of the third machine gun. A rule change made that happen because not the whole second platoon was treated as having moved, only that specific gun team. I moved this one in the woods and therefore had a entire infantry platoon gone to ground on my right flank. A very good change!

    With a lucky shot from my artillery I was able to achieve an delay in the advance of the russian Sherman tank company. ElComandante had to reassign a company commander with his Bataillon commander, which draw some movement and diminished the amount of shots I had to suffer. At this flank the changed rules we used a lot were, that tanks may shoot over stationary infantry, which ElComandante used a lot. Same is for gun teams, which also applied, since there were two Maxim machine guns at that flank and a lot of tank rider infantry.

    Second assault on the right flank

    In parallel ElComandante searched the decision on the right flank again. But he was not able to kill any infantry therefore I broke off. In my turn artillery shot a barrage on the tanks, after that I moved the guns through the woods and was able to take down another tank. The movement of light, medium and heavy guns has increased, which brings far more flexibility for infantry based armies.

    When fighting a russian infantry company or even more of them it might be very interesting, that the rule of mass only applies for teams that rush into assault. This means, you need to carefully move your russian infantry in an assault in order to have enough teams in action who count. It is a big difference for defending troops to pin down an assault by hitting 5 times or 15 times. It took me two rounds of shooting to get his infantry horde down to the interesting number, which was very important on my left flank.

    The modified hen and chick rule was appreciated since movement is now a bigger option for Soviets. They may shoot during movement of 30cm at +1. This is not brilliant since the Hungarians are veterans, but it feels better and leads to a more dynamic style of gaming.

    Although ElComandante was extremly unlucky that evening we both liked the new rules. The game was finally a major win for the defending Hungarians in the cauldron and ElComandante failed to use his advantage of 400 Points of tank support. In our campaign this victory for sure will be an important success. On the other hand I am very sure, that ElComandante will learn to combine infantry and tanks very soon.

    Having played Flames of war for quite a while I am very happy to say that once more the authors proofed to have an improvement in mind and not  the optimisation of sales in another way but to have satisfied customers. Well done Battlefront!

    If you happen to read this article I am curious which is your new favourite rule change!

    Happy dice,

    Tankred

  • Counter Attack: Eastern Front

    Counter Attack: Eastern Front

    Currently we play Fow with Thomas, Jonas, Martin and me in the club. Finnish and Fallschirmjäger vs. TwoTankovy Companies.

     

  • Armoured encounter: Eastern Front

    Armoured encounter: Eastern Front

    We are just beginning to have a game in the club. Thomas is fighting my Hungarians. We agreed to play with our light tanks only. Thomas did attack with his heavily armed Recce on his right flank and payed a lot of blood on his tank assault on my tanks which took defensive positions behind concealing terrain.

    When Thomas concentrated his fire on my Nimrod, the poor guys, who were in charge of tank defence rather than aircraft defence, he were lucky and knocked out one of two. This was quite important sice the remaining Nimrod dominated the centre.

    I decided to both let the infantry and the artillery enter the game risking, that 5 tanks will not reinforce the game. Thomas was lucky when rolling for reinforcement. I did not manage to get my last platoon on the table. Thomas won using the sheer amount of russian tanks and infantry wisely whereas I could not stand the flood. I knocked out approximately 20 tanks, more than I had on the table. Eastern front is really a complete different feeling to the Africa and Italian theatre I played before.

  • Last Campaign Game with my Fallschirmjäger company

    Last Campaign Game with my Fallschirmjäger company

    Italian Village, 15mm, Wargaming, Rusus Models, Table by Frank Bauer, Terrainmodels designed by Rusus and Tankred

    First of all I would like to mention the excellent gaming table and the great Game I had with Frank Bauer. He built a great italian Gaming Table using the Italian Village Rusus and me designed last year. The models are still available and the range will be expanded. I use these great pictures in order to illustrate the army I used for the last 3 years mainly when playing FoW.

    Yesterday I had the last game within our Club´s campaign in Mid War Tunisia with my Fallschirmjäger company. The game was a really good one, I fought against a 1300 points US paratrooper company attackin in the „King of the hill“ scenary vs. my 1300 points defending Germans. Usually I do not talk very much about my games, since I play on a regular basis and keeping track of these games is quite a lot of work.

    But this game was the last in the campaign which means that my Fallschirmjäger will now stay in their case for a while since my Hungarians will be used in our upcoming Ostfront Club Campaign. I started to collect the company in 2007, so it was almost three years of gaming and painting with this troops. I had to learn a lot about the german fighting doctrine e.g. Kampfgruppen or Stormtrooper movement and how to use them and not to forget about them.

    The Fallschirmjägercompany was very complicated to build and understand since there are lots of small weapons and different choices. In our campaign you are allowed to build an individual list for every game. Therefore it is very important to paint different choices in order to react to certain scenarios and different point sizes. In our campaign the size of the opponent force is usually not the same than yours since that is part of the strategical map movement.

    For me the most important Platoons in an FJ company are:

    HQ
    Two Panzerknackerteams in the HQ are absolutely great. If you have 10 points in spare you can add two valueable tank hitting teams to your combat platoons. The Püppchen Werfer or the Anti tank rifle are also very valuable against Tank assaults since they both are man packed gun teams and may be attached to your combat platoons or Kampfgruppe. The light mortar options are not that good in my opionion. They are quite expensive. I would recommend all collectors to paint Stummelwerfer as a Mortar Platoon. Then you can use them as a Mortar Platoon or a Mortar Option in the HQ. Quite flexible!

    Combat Platoons
    Always paint two full infantry platoons of your Fallschirmjäger, always choose Panzerknacker SMG teams as command. They are really great. I tried a lot of army lists with 2 or 3 platoons infantry, which work excellent. Usually with 3 Infantry platoons there is at least one which is not at full strength. I painted an additional Pioneer platoon, which is interesting for games with fortifications or in games where you have to attack. A flamethrower which may pin down defenders could be very interesting. Moreover Pioneers have a good anti tank rating. So if you already have two platoons you should go for pioneers. Since the gear is pretty much the same you could change your whole company in a Pioneer troop with just up to 9 flamethrowers, if you have 9 sections in your combat platoons. Personally I did not want to paint the Pioneer HQ Options and sticked to the Fallschirmjäger Company. I prefer the latter since Pioneers do cost a lot of points.

    Weapon Platoons
    The FJ MG Platoon is great, since they may be attached to combat platoons as well. A must have for any FJ army. There may be two of these, but I painted only one. If you play a lot of infantry, Italians e.g. consider to paint two. But I think this will rarely happen. The Light Gun Platoon is sometimes very important. I often played with only 1300 points because within our Club´s campaign and then any anti tank capacity is welcome. The light weight guns are an interesting mixture when looking at their rules: Man packed, no gun shield, recoiless. One intersting aspect is that they can be part of a Kampfgruppe, as they are a weapon´s platoon. I played them quite often and they played often a mayor role in close combats with tanks next to objectives. The mortars are for sure a very important choice. Fallschirmjäger should often use smoke as an option vs. tanks and for attacking in close combat. You should definetly paint this platoon, I did not but should have. The mortars can be a HQ choice, too. That can be interesting in order to have one platoon with artillery and infantry on the table.

    Support Platoons
    Any FoW gamer knows how essential Anti tank guns are in the game. So is for the Fallschirmjäger. First I painted the PAK 36 which was named Heeresanklopfgerät (Army´s Knocking device) because it was to light for Mid War Tanks. Without a Stielgranate it is almost impossible to knock out a Stuart from the front. Usually you may protect your infantry against tank assaults with that guns. With a Stielgranate there may be some chance but the low RoF and the distance are quite hard. Usually I use it against infantry, Universal carriers and Recce platoons (if I know about them). I painted one alternative and one Addition to the PAK 36: Marder II and PAK 40. Both have the excellent 7,5cm gun and provide excellent anti tank options. If they appear in the game your opponent will automatically focus on these platoons. Usually I only fielded one of the 7,5 cm options. The Marder II was reduced in his point costs in the „North Africa“ book by Battlefront. Therefore I used them often in the last month whereas I did not when they costed 30 points more per tank.

    The heavy mortars were one of my favourite choices. They proved to be much better than the mointain gun, which I think is crap in the old book. In the new book the mountaingun was improved, but I still prefer one heavy mortar platoon sometimes im combination with medium mortars. For sure there is an Nebelwerferoption and more, but I prefer to play a straight FJ Force at this point. I am planning to have some allied forces in my upcoming army.

    The Flak Choice was often on the table when I painted them. They provide affordable aircraft protection and may be used against infantry and vehicles, too. They are not unbeatable, but the price is low and they may move 10cm and an additional 10 cm Stormtrooper move. Air support was often chosen by my Allied opponents, so a general army list should contain at least 2 of these guns.

    I hope my ideas may help future Fallschirmjäger Company Commanders a little bit. Comments on these thoughts are welcome.

    I had approximatly 20 games with this force, they fought more victories than defeats, maily because I could always use different choices in my composition. When I learned to use the Stormtrooper rule, smoke, Combat Attachments and Kampfgruppe the force was very flexible and interesting. Like in the real war every game saw a lot of losses amongst the Fallschirmjäger – the Airborne Infantry was stubborn, brave and somewhat fanatic which ended often deadly in the hard circumstances in Tunisia and Italy.