2016.4 Battle on the Mississippi

On behalf of the Screaming Eagles, we would like to invite Flames of War Players in the Wisconsin, Minnesota, Iowa or further(!) area for the  next edition of Battle on the Mississippi. This Flames of War Tournament will be held October 29th, 2016 at Deaf Ear Record Exchange in LaCrosse WI. (112 4th St S)

Door should be open (back door) at 9am and first round starts at 10am.

It is a 1900 point late-war tournament featuring 3 rounds. Players may use late-war lists from the Road to Rome and Fortress Italy books. This will be a special tournament with an Italian theme. There are some special tables being worked on! No late-war monsters!

If you have questions, by all means ask. Only able to assemble a partial list or don’t have the lead?  Please talk to us ahead of time tho so we can plan for you to be there! We do encourage new players!

There is a $10 entry fee and a limit to a total of 22 players.

There will be prizes. Please fill in the following form. If you have questions, feel free to email tom_gall@mac.com directly or give him a ring at 507-396-3641.

Players will need to send a copy of their army list no later than October 22nd. We do prefer that players participate with painted lead but it’s not essential. Results will be reported to the national board of ranked players at wwpd.net.

Hope to see you there!

Will there be a 2016.5?  Good question, we’ll probably be into the new year before the next one, but you never know!

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200pt Armada Tournament

Last night at FFG, there was a new experiment in Armada tournaments.

A traditional 3 round Armada tournament especially during the week is pretty crazy, given the typical length of a round. Basically it’s impossible. Frankly compared to X-Wing with it’s short rounds, you’ve got to wonder if it doesn’t impact Armada participation since it pushes Armada towards a tournament format that only fits on a weekend or holiday.

Obviously that’s no fun, but never fear, with some inventive rules, we played a 3 round tournament on a week night at the Fantasy Flight Game Center and there were all of 16 in attendance.

There was a summer kit and the pieces of I think some spring kits so there was goodies aplenty. The winner above the kit prizes also was to receive (when it) one of the new release ships.

So the rules were :

200 points. No 1/3 point limit on squadrons. 75 minute rounds. An Admiral is optional. No large sized ships. 3×3 map. Use all obstacles. No objectives. Unique squadrons when resulting in 1 dmg, reward the attacker with 1 10pt victory token. When a unique squadron is hit by another squadron, (in non-counter attack) again the attacker is rewarded with 1 10 pt victory token. Player 2 has the added ability to designate one of his squadrons as having the “same” abilities as IG, that is ignores counter and ignores escort.

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So first some thoughts on the format and then a bit of an AAR.

Overall, it was a crazy fun time. As in really fun. It’s a 90 minute drive one way, and I’d totally do it again, even on a weeknight.

Confronted with the challenge of having to put together a fleet to optimize for the known objective and in fewer points was a great mental exercise.

Going to a 3×3 map with this smaller point format was more a challenge then you’d think it’d be. Between having to watch out due to packing in more obstacles onto that space as well as having to be more mindful of speed to plan Nav orders to prevent flying off the board it was a great challenge for one’s flying skills. Didn’t see a single engine tech in use and really on the smaller distance if someone had had it, it’s effect would have been amplified. The other thing that was pretty dramatic was squadrons were way more effective in that they could cover the map much easier and flow where you wanted them while ships couldn’t just fly past at speed 4 and forget about them. Even Rhymer’s ability is amped up on the smaller map.

While wave 3 isn’t out yet so flotillas weren’t an option but still, parking the ISD/MC80 for the night wasn’t a loss.

With the lower points, upgrade cards on ships were even more sparingly used. Single TRCs, or just ORD and things like that were pretty common. I didn’t see a single Demolisher all night.

I don’t think anyone spent the points for an Admiral. There was some table talk here and there to the tune of … well I thought about Motti,  or Ackbar or …  and no one could justify the cost for the ability. Now that everyone has played their lists, you’ve got to wonder what will opinions have evolved?

Due to the victory token rules for unique squadrons this obviously resulted in many players going pretty squadron heavy but the lists were still quiet varied. Squadron play was essential but likewise just having a bunch of squadrons wasn’t an assurance of victory.

Ian scored the tournament based on points destroyed, so no traditional MoV or tournament points. I have mixed feelings about this. On the one hand, the reward was dangling there for the successful use of named squadrons. Hit, DING! Hit, DING! There wasn’t so much a reward for the opposite side of the spectrum going squadron light and playing to take out ships or using say a Raider + Ord and going AA happy.

Not having objectives was another interesting choice for the tournament. With the unique squadron interplay for victory tokens, it certainly did lesson the need for an objective OTOH it also does take away one of the motivation to tune your fleet. Minefields on a 3×3? … muhahahaha! Seriously I could see keeping objectives even in this format, but with the trade off, that Player 1 has to choose between 3 objectives that Player 2 offers or the tournament mission for unique squadrons. This is something to think about and a very minor nit.

AAR

Over all I placed 7th which wasn’t a bad showing. I was 2-1 on the night and my fleet performed pretty well. I didn’t field a single unique squadron, thus giving no points, and went ship heavy thus providing point opportunities. My plan was centered on the idea that most would field pretty light ships and thus I’d go for taking them out, while having minimal squadrons to score a few tokens, and hold their squadrons off for a turn or two.

My fleet was 2 Glad Is each with ORDs, 1 naked Raider I, and 4 TIEs. That’s it …. so clean, so sparse, there’s a certain kinda zen in that.

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First game against Ben, he had a Yavaris, another Neb and 3 X-Wings. Both of his Nebs had expanded armament and a few other additions. Early on I was super lucky with my squadrons, taking out all 3 X-wings and then the two Nebs fell one by one.

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Ben, like me, not having any unique squadrons, resulted in neither of us giving or taken any victory tokens. I won 200-0.

The second game was against Terry who was flying Dash, Han, Dutch, and Wedge with a CR90 and Yavaris Neb.

With both scored a few victory tokens off each other. His squadrons pummeling my ships, and my TIEs putting a bunch of hits into Han before getting destroyed. Turn 2, I took out his CR90 and then another turn or two latter I took out his Neb.

The end result was a win, something like 240 – 90? Wish I had taken a picture or two.

The last game was against … umm … errr … name … ummm … errr look it was getting late ok?!? But the fellow I played against was really nice guy and I just can’t … sigh. Dude, I owe you a beer for my name fail. Anyway.

He brought an Imperial all star set of squadrons. Vader, Boba, Dengar, Mauler, IG, and Rhymer. He had a fairly naked VSD. On this 3×3 table, that VSD was pure awesome sauce, and with a great paint job too.

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We deployed more or less in opposite corners. I figured I’d run my glads for the flanks and the raider in the middle and let it float in which ever direction the squadrons would go. This caused a great rise in the game tension as we were both trying to force choices on each other.

The other fun part was with the obstacles, and having to fly the length of the table, weaving in and out of the junk was important not to mention part of the strategy to take cover to get that -1 die for obstructed fire.

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So how this one went down, I managed 5 victory tokens. The Imperial all stars would float towards the Glad on the right in the picture. Both my Glads hit the gas to try and rush in to hopefully get onto the VSD at the same time.

Didn’t work too well in the end. I made two critical errors. While my Glad that faced his squadrons did make it to the rear of the VSD is was hurting pretty bad. Meanwhile the Glad coming in on the front did get into black range but I didn’t get a double arc in so that cost me a lot of damage potential. For our last turn I also activated my ships in the wrong order, I should have done my Raider, than the Glad on the VSD which would have given the opportunity for 2 RAMs and a good bow arc shot from the Raider at Black range, but instead I did my Glad that was on the bow of the VSD first, then the VSD activated and promptly blew the piss out of the Raider so it didn’t get to shoot that round.

So losing the opportunity for 2 Reds + 2 Blacks, and a 1 Blue + 2 Blacks bow (it was obstructed), left plenty on the table. Would it have mattered? Hard to say, it’s why we roll dice after all!  I ended up losing this one like 50 – 240?

The unnamed fellow, he took 3rd and definitely well earned.

EDIT: Brent(!), that’s his name. Sorry and thanks for speaking up in the land of book-faces.

It was a very very fun night, I’d happily do it again!

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AAR : 2016.3 Battle on the Mississippi

July 9th the crew once again gathered for the Battle on the Mississippi. This time a 1700 point mid-war tournament. We’re certainly in the middle of summer and attendance was a bit off. We thank those that made it out, and we sure understand the many, “I’ve got plans but otherwise I’d sure be …” responses.

With a bit of a smaller tournament it always seems nice that things can be a bit more relaxed. It didn’t mean that we skimped out on our preparations tho!

Thanks to Deaf Ears Records in LaCrosse WI as our hosts. Thanks to Chuck Hiner, Tom Gall, Bill Wojahn, Matt Vach and of course Battlefront for prize support.

We were able to do Red on Blue all day thankfully as we had an even number of Axis and Allied players.

The crew put together some great looking fun tables to play on :

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It may be hot outside…

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Certainly you’ll cross that bridge when you get to it…

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Bloody Hill (and it was)

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Sandstorm!

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All that rubble….

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This is one of my favorite tables just for the fact of the custom built fields that Chuck Hiner has made. Makes for a very pretty country side.

Round 1 Mission Breakthrough:

Chuck Hiner 6-1, Brain McLaughlin 1-6
Jim Bodine 6-1, Collin Chouinard 1-6
Jason Hobbs 6-1, Bill Wojohn 1-6
Mike Mathews 5-2, Tom Gall 2-5
Pat Barkuloo 5-2, Matt Vach 2-5

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Round 2 Fighting Withdrawal:

Pat Barkuloo 5-2, Chuck Hiner 2-5
Mike Mathews 6-1, Jason Hobbs 1-6
Brain McLaughlin 4-3, Tom Gall 3-4
Jim Bodine 5-2, Bill Wojohn 2-5
Collin Chouinard 1-2, Matt Vach 2-1

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Bloody Hill earns it’s name.

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Round 3 Free for All:

Pat Barkuloo 6-1, Jason Hobbs 1-6
Jim Bodine 1-2, Mike Mathews 2-1
Collin Chouinard , 4-3 Chuck Hiner 3-4
Tom Gall 5-2, Bill Wojohn 2-5
Brain McLaughlin 4-3, Matt Vach 3-4

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Russians vs Italians in the streets.

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Brian and Matt fighting it out. As I recall it came down to a Company morale roll

Overall Scores:

1 st Place Pat Barkuloo 15, Finns Infantry Best Overall
2nd Best Axis Mike Mathews 13 Italian Infantry Best Axis
3d Jim Bodine 12, Russian Infantry Best Allies
4. Chuck Hiner 12 Russian Armor
5. Collin Chouinard 10 German Mechanized
6. Brain McLaughlin 10 German Infantry “Best Painted Army”
7. Tom Gall 10 Russian Armor “T-Rex Bad Dice Roll”
8. Matt Vach 9 Russian Armor
9. Jason Hobbs 8 Untied States Amour “Best Sportsman”
10. Bill Wojohn 5 German Infantry

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The overall winner and Champion, Patrick Barkuloo

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Michael Mathews, best Axis General running Italians

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Jim Bodine, the best Allied General running Russian Infantry

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Brain McLaughlin was awarded the Best Painted army, this is an award where the participants choose the winner.

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Jason Hobbs was awarded the Best Sportsmanship as again selected by the players.

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And last, me, with the low die roll and the story of 4 bog rolls in a row for SU85s that were all entirely stuck in the woods. Can’t wait to pass this one on to someone else.

Till next time!  We anticipate it’ll be in September or more likely October and a late war tournament at that. Stay tuned!

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First Twin Cities FoW Tournament in a couple of years!

Back on June 18th Keith Gilmour ran the first Flames of War tournament at Dreamers Vault in Minneapolis. This was remarkable in that it was the first Flames of War Tournament in the Twin Cities in a very long time. On the order of at least 2 years we figured.

A huge huge thanks to Keith for putting the life back into Flames of War up in the Twin Cities. Huge metropolis like that and it’s a super example of what a few players can do to get a community of gamers going!

The tournament was a Mid War, 1665 points 3 rounds set. I decided to take my German Gren list.

I was jet lagged as all get out and trying to readjust from living in an approx 12 hour time difference. I was really wanting to make it to a Napoleonic reenactment but I just was not trusting myself to actually stay awake for a 6 hour drive. An hour up to the Twin Cities, now that I could do…. barely with lots and lots of caffeine.

Writing this up after the fact is quite a struggle as my memory is pretty cloudy but it was overall a fun day, that much I remember. I think I took 4th place? Rick Davis was the over all winner. After that I forget the break down.

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Keith put together a nice set of prizes. Thanks to Battle Front and Dreamers Vault in Minneapolis too!

There were I want to say 12 or 10 in attendance. I remember we had either 6 tables set but only needed 5 or we had 7 tables and only needed 6. Something like that. For a first time event and getting back into the swing of things it went well.

We’re still building people on the Twin Cities Flames of War Group to coordinate playing every week on Wednesdays. Do join! https://www.facebook.com/groups/260088791007289/

It is great to see people coming out of the wood work and showing up! Likewise we’ve been helping new people into the hobby.

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This was Chuck’s winter table that he put together.

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This was Neal’s table using a Cigar Box battle map. Mighty pretty and took the prize for best table as I remember.

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One of the desert tables. There were 2.

The new ruined building set that Battlefront had just released was out on 3 of the tables.

My first game was again Bill Wojahn and his infamous Hungarians. I was the attacker. Bill setup a defense line across the middle of the table to protect the closer of the two objectives.

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I figured I would have to move my infantry across the little cover that was to be found, mostly through the shell holes. Likewise I needed some time to prep the position I was going to have to assault as there were 4 anti-tank guns that could make easy work of the armor that I had. With one Tiger, 2 Pz IVs F2s and 2 Pz IV F1s, a Stuka, confidence was high!

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I rolled with my infantry down the middle and my armor on the flank. Bill popped his 3 STuGs that were in ambush giving me some work to do.

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Towards the end of the game, my dice largely were cold as could be which translated into lots of wrecks on my part tho the Tiger lived. I assaulted fairly effectively but just couldn’t put enough damage into the position such that by the call of time, it was a 2-5 loss.

Second Game was against Neal who is one of the “new” guys. He likewise had a German list with Panzergrens, and this time we were playing in the desert. This time I was defending, and immediately had to make the tough choice of how to split my forces.

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Here you can sort of see how I made my choice. On the far right I have my Pz IV armor and on the extreme left just barely in the picture was my 88 gun and Tiger. Then in the middle is the infantry, with one platoon ready to move and sit on the objectives.

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Part of the key to my plan was trying to hold and/or win one of the flanks and then bring my armor back to aid in the “last defense” of the objectives as the reinforcements arrived on my flank.

Neal sent his STuGs and one platoon of troop filled half tracks against my armor. Between the Stuka and my shooting I managed to stabilize this side of the battle fairly quickly.

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While on the other my 88 and tiger just where shooting really poorly such that Neal’s other platoon of panzergrens made it to the objective to assault my Pioneers who were defending. Thankfully in a very pitched assault I was able to win that fight but then face Neal’s Pz IVs coming on my flank.

I think we exchange about 1 turn of fire before time was called, very tough game, but a 5-2 win if I remember right.

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The last game of the day I played against Patrick. It was a great time, facing his Russian Matilda horde. He had me on the ropes the entire game. Between his SU-85s and Matildas I was having to do some serious dancing to even staying the fight.

So in the middle his Matildas I was picking off one by one but they had command of the field. From the left just out of the picture were 3 SU-85s that were engaging me at distance.

My 88 was covering the objectives and trying to get some flank shots on the Matildas but that just wasn’t working out. Patrick gave me one turn of shots but that was it.

My Tiger would come in from the bottom left of the picture as a reinforcement as would my infantry. I double timed them to get to the back objective on Patrick’s side. (Again it’s out of the picture but basically to the upper far left)

My Tiger moved to then cover one objective on Patrick’s side and the infantry on the other. Patrick couldn’t defend all of the objectives since his SU85s had to either contest against the tiger or the infantry.  That ended up game for me 5-2 (I think).

Had we gone just one more turn Patrick would have definitely beat me. I had very little holding the objectives on my side so this really came down to the wire.

Thus is the tale of the tape. Was a fun day and I didn’t sit down the entire day just to keep awake. It was a struggle but I made it and happily picked up some new Japanese lead for my Pacific army I’m working on.

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Paddy’s Armada 2016 Spring Tournament

Catching up on my blogging of games and tournaments, I played up in St Cloud at Paddy’s Armada tournament. Like the Rochester area, when you get out of the metro there gets to be a smaller set of gamers to put together a tournament so it was a smaller affair. There were 6 all total. Tim and I had driven up from Roch, 3 locals and Terry who lives on the north side of the cities.

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First game, I was Player 1, and I picked Superior Positions. With the obstacles laid out I figured I’d deploy my fleet left and keep the obstacles as part of the battle.

The fellow I played against who I really wish I could remember his name, was kinda new to Armada so I was doing my best of give helpful suggestions and a little coaching on the game.

He had an all star set of squadrons, Luke, Han, Dutch, Biggs, you name it to go with his AF and MC80 and Ackbar in the lead.

I ended up winning this one taking out both his ships.

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On the second game, another Superior positions game. This time I deployed my fleet in two parts to tempt out how he would deploy his two ISDs with squadrons.

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Again, can’t remember the fellows name off the top of my head, but he went ahead and deployed across from Demolisher and kept his squadrons between the two ISDs. That’s a lot of firepower head on to face. So I turned away Demolisher keeping him acting as bait and brought the rest of my fleet to bare. Either we’d end up going head on in the middle or I might be able to take on the closer ISD and then the further one.

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Luck was with me he didn’t keep to an orderly wheel so I was able to engage his ships piecemeal. He had a herd of firesprays which unfortunately took out my Raider very quickly so I had to think quick in order to keep them from taking out my ISD while at the same time getting in prep shots on his flagship with Motti on the bridge.

I was able to get Demolisher turned around and engage with a few shots and at the same time, take fire at the ISD with my squadrons and then move them into engagement with the firesprays. It meant taking more squadron damage but it kept them out of my hair.

Giving all the early game flying there weren’t many turns left and thus I didn’t have many turns I had to delay those firesprays. As luck would have it I took out his Motti. With the victory tokens, and destroyed stuff I eeked out a win.

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After two rounds, 2 of the players needed to head out so that took us down to 4, Tim and I were due to play each other but all agreed that we’d call it a day so the 2 leaving could get their prizes and call it good.

I ended up with first place, taking him this great looking challenge coin and a few other goodies.

Thanks to Terry for stepping in at the last minute and TOing. Definitely a fun time by all. By the sounds of it, there will be something planned for August, either based on the summer kit or just a friendly let’s get together and play lots of Armada.

Kudos to the local St Cloud Armada community, was a pleasure flying with you and I look forward to driving up again in August.

 

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