Flames of War – Great War

The Flames of War extension, Great War is a set of rules that cover 1918 the last year of WWI. It’s current form was authored to be used with the version 3 rules. For land battles I find it plays well and do very much enjoy getting in a game from time to time. The cool thing is there is a new version of the book due out next year. 

We gathered at D6 (in Rochester Mn), and I setup a full 4×6 table tho most of the scenarios in the Great War book are set for a 4×4 space. This presents some opportunities for those picking which side to attack or defend from, since there are a number of ways you can slice/dice a 4×4 out of a 4×6.

We did the “big push” where the defender gets to set down their trench line that would be receiving the attack. In the picture above, Cody is defending and decided to set his trench on this side of the board just outside the town. The two objectives he needed to defend were at the junctions between the communication trench (coming from the rear of the lines) and the front line trench.

Cody ran Brits and I went with the Germans. Cody’s force included:

Confident Vet

  • 2 full platoons of Infantry
  • HQ with Sniper
  • platoon of 4 stokes mortars
  • battery of 3 18lb QF
  • Whippet
  • Platoon of 4 Vickers MGs

I ran the Germans and elected to go with an Infantry company of Confident Vets as well.

  • HQ with sniper and 2 grenatenwerfers and 3 flame throwers
  • 2 full platoons of infantry
  • 1 A7V
  • 1 7.7 Infantry Gun
  • 3 76 mortars

Given the scenario, Cody had to keep his tank and 2 units of “infantry” off table. Infantry being a little loosely defined. He elected to keep his stokes mortar and one infantry platoon off table as reinforcements.

He deployed one platoon of infantry in the trenches on my right flank and the vickers machine gun platoon on my left flank. His set of 3 18lb QF guns would go approx just behind the trench line.

For me I decided my plan would be to flow right jumping from crater to crater in hopes to keep under decent cover and attack Cody’s infantry.

First round, I started my move forward and tried my best to bring down fire. My mortars couldn’t range in and with all the concealment and gone to ground, hits were very few and far between.

I dropped my sniper with a line of sight to the Vickers platoon in hopes to keep them pinned if not take a stand or two.

Cody in his turn concentrated his fire on my poor A7V and at over 16″ managed to score 3 hits, while looking for a 5. I managed to fail all 3 armor saves and his managed to make every FP roll so instantly brewed up land battleship.  My infantry was otherwise unscathed and getting ready for their assault.

Cody’s reinforcement was his Whippet tank so that rattle forward at a breakneck walking speed.

Next turn, I went in for the assault. I was able to bail out the Whippet with my 7.7 gun, while having my infantry jump into the trench and then come in for the assault. My mortars were particularly effective and took out several stands of his infantry platoon. Cody’s force was hanging on by a thread on this side.

Unfortunately German front line troops aren’t quite as good as Brits with their bulldog rule, my rolls weren’t quite good enough to knock out everyone and then I failed my counterattack to continue the assault.

O so very close.

During Cody’s turn, his crew got the Whippet back to running, Stokes platoon and more infantry for reinforcements and he was able to pin my infantry. Worse between his snipper and his artillery he was able to take out 2 stands of my 76mm mortars. They would then fail their last stand and exit the battle field.

I wasn’t able to unpin my infantry that was right there so no assaulting for me that turn. The one bright spot I did manage to hit the whippet again with my 7.7 and this time knock it out.

I did try to move my other platoon so in a future turn they feed into the trench but it was a pretty long run for them. Still couldn’t hit or even pin the Vickers MG platoon which was throwing down heavy fire.

Last action shot, the situation was falling apart. With reinforcements coming down the trench, it was obvious the question was answered in favor of the Brits. Between the Vickers, the artillery, their sniper, lots of things in their favor and pinned Germans not motivated to get back in and assault.

Fun game as always, cinematic for sure and definitely will inspire me to pick up some of the lead that is 40% off at BF right now.

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Blood and Plunder in 28mm

The Blood and Plunder bug is starting to hit in our area. Some of it is driven by just the need to play a new game and get out of a rut and the other part of it is influenced by my painting queue had opened up and I have been able to get after this figs I’d been sitting on for awhile.

We’d in the past been play in 15mm as I have past hardware for the scale, the downside to that however is Firelock games has a great set of miniatures AND ships in 28mm. As I’d gotten a pretty good deal on the kick starter as well as when the game had just game out and Firelock was at AdeptiCon, it’s been high time I get to painting up in 28mm and start playing in that. Besides that’s what the others are picking up too scale wise.

Cody and I decided to get in a game. He choose the French and I Spanish. I put together both lists, basically trying to match some militia and regular soldiers with a lesser skilled leader for both, all in all 100pts.

We didn’t do a scenario from the back of the book, we decided to just have a shoot out to get Cody up to speed on the rules. Set up a simple 3×3 table which more or less similar terrain on both sides and away we went.

For the Spanish I had 2 groups of 4 Lanceros,  a group of 5 soldiers, and then a group of 5 militia. Some inexperienced, some trained. All the Lanceros were carrying were … lances. Great for hand to hand but otherwise useless with Matchlocks and Firelocks about.

The French had 2 groups of Flibustiers and 1 of Boucaniers (if I remember right, it might be the other way around) and their leader was the historical Julien Lambert.

I needed to get in close to press for melee where i would have the advantage and Cody would want to get me at range and plink me off with what should in theory be better shooting. Unfortunately my soldiers, while be finely drilled, also were carrying heavy matchlocks, so no moving and then firing.

The firelock force builder is great, it’s online and best part it’s free.

I set my forces so that my Lanceros would slip through the woods and around the destroyed building after which hopefully they would be able to dash in to melee. I kept my Soldiers centrally located to offer up a volley or two in support. Then on my right my militia who as fate would have it get the first volley from Cody’s guns taking out the majority of the unit, but then would luckily pass their fatigue tests so the last man would stick around til nearly the end of the game.

Shooting on my side was generally poor, but given the range, no surprise I was looking for 10s and not finding them.

Cody’s commander kept back with one of his units behind the house. And then behind the house was a unit of 4 that I decided would be the target of my Lanceros.

Charge ya scurvy dogs!  And away they ran unfortunately receiving plenty of pistol fire at close range. So while they’d unloaded their flints earlier and hadn’t had time to reload, having loaded pistols at the handy and with good shooting, the first group of Lanceros nearly all were shot down.

Thankfully on the next turn I was able to have a high spade to have the activation advantage and charge in again with the second group of Lanceros. This time, all 4 made it in and pressed home their attack, taking out 3 of Cody’s unit which then failed most of the fatigue rolls and quickly routed.

This then setup Cody’s unit behind the bushes to standup and let go a volley into those brave fellows and they too would disappear into a cloud a musketry fire of which none would remain. (Well the lone fellow still alive fled.)

Brave fellows each and every one. Cody then moved into the house, managed to get my last militiaman, and I was down 2 strike points. I fail my strike test and the remaining soldiers and their commander make a run for it. They’ll not be the guests of the French this day.

 

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Flying the Blood Red Skies

Happy to say D6 got my copy of Blood Red Skies in this past week so we were able to give it a go on Saturday afternoon. Chuck M and I managed to get 2 games in and Raymond was in part of the first game but wasn’t able to play long.

The first basic rulebook is online at warlord games and you can download the PDF for free. The scenario book and the expanded rules really complete the set. I think it’s a bit of a bummer they have things spread out across 3 books. The cloud rules for instance are in the  scenario book.

For the first game, we put together a 6 ME-109 vs 6 Spitfires scrum.

We interactively placed the clouds and then rolled per plane for it’s state, disadvantaged, neutral and advantaged. Each side had 4 pilots rated skill 3, and 2 rookies at skill 2.

We flew on my Wings of War mat which really fits the bill. You don’t really need a huge space to play the game. Definitely have to finish painting my planes and get the decals on.

As part of the setup, the Germans had a Theatre card to play which was to add to their numerical advantage. (They got to add 2 more planes) Just like the real Battle of Britain, numerical advantage for the Germans.

Flying the Brits, I tried to keep close to the clouds, thinking I could duck in and out. The Jerries managed to outmaneuver and then shoot down the front spitfire.

I managed to get behind one of Chuck’s ME-109s but nothing more came of it as Chuck managed to shoot down another Spitfire and my boom chit count went above the number of planes I had so the Brits decided it was time to break off.

For the second game we did something a bit smaller, using one of the scenarios from the book. This one was 4 planes on 4 planes with a split into flights of 2 for deployment. We once again rolled randomly for the plane state.

For deployment planes still needed to be a certain distance from each other so there was a bit of a mechanism to deny portions of the table. With the 3 clouds I figured I’d have the ability to use the clouds for cover.

Chuck had as part of his theatre cards the ability to remove 2 clouds and did. (The theatre clouds are trying to recreate specific conditions from various times during WWII)

Since we had lots of space on the approach all the planes were able to climb to an advantaged state. We all needed to decide if we wanted to try the dangerous head on shot or start the out maneuvering to gain advantage.

Head on shots are dangerous in the game as not only do you get to shoot but your opponent does. Chuck and I both gave it a try and from our experiments kinda hard to say, seems like good reasons to try it as well as avoid it.

A swirl invariably started as planes tried to jockey for position. The game rewards pilots working together as well as having a wingman to watch out for me.

I tried to keep in groups of 2 and attack in waves.  It was very hard to do and resist temptation to fly off for that one fleeting opportunity.

When you tail in the game (presuming they have no wingman that takes away a level of advantage) This can setup a shot for another.

As this game went on, I was able to land hits (which awards a boom token that represents damage/loss of moral to one side), however while a hit might land and cause damage, if the target of the attack can successfully dodge, nothing further happens save the boom token. If they fail and they are in a disadvantaged state they are then shot down.

When you have more boom tokens then planes, then your side will disengage and flee the battlefield. For this second game, I managed to land 4 boom tokens on Chuck so that was that. I didn’t manage to shoot anyone down tho, just landed hits.

For the two games, just 2 spitfires shot down, and lots of boom tokens. Victory for the Germans in game 1 and victory for the Brits in game 2.

Definitely enjoying the rules. Lots of things to explore for next time. Meanwhile the Warlord guys have started to introduce their next wave of planes. Lots of twin engine planes thus far. There are additional fighters coming as the hints have been dropping left and right. The lure of wildcats, buffalos, and zeros in the Pacific are calling :-).

 

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June 16th Team Yankee Tournament

In an effort to try and catch up with a bit of gaming picture backlog, high time to catch up with some of the recent tournaments that have been held.  Dreamers Vault Minneapolis had a 64 point Team Yankee tournament this past Saturday, Keith Gilmour was the TO.

Armies

The unpainted lead/plastic continues to disappear as across the community the painted armies are showing up more and more.

These are Chuck’s Brits.

Ray’s Americans, his wife gets savior of the day as he’d left some minis at home and she brought them in just in time.

I think this is Mike’s force…

Chris’s East Germans, really love his T-55s.

I think these are Keith’s Brits.

Ian’s East Germans.

Walker’s West Germans.

My Russians.

Alas I don’t think I have a picture of Jacob’s Americans tho you’ll see some action shots from the round where we played each other.

Tables

We had more tables than we needed as across all the players we’ve gotten in the very good habit of bringing terrain. I’m going to do something a little different then what I normally do and talk about some things I like or don’t like about tables and their design.

Lots of trees, good amount of cover around the edges of the table. Central area is good but I think a bit sparse as far as terrain goes. I think throwing in some shell holes might be a good add.

This one is a bit more open. The hills are placement of the town being offset I think are good choices in the table design. Players will have to make some interesting choices when approaching this table.

Having played on this table, I’ll say it’s a wickedly fun design, that thin strip of woods in the middle and the hills all give players a number of choices for moving around the board.

This was my favorite table of the day. Lots of terrain, quite a number of things to throw at players as far as selecting which side, your approach and so on. Lots to be said for tables that challenge players.

This table has a few open spots that I think a little additional terrain would help. Just some simple fences, maybe a hill.  The central portion of the table is busy and will offer all sorts of terrain that will bring drama to the game.

In summary I like tables that present players with choices, layers of terrain where on the attack or the defense, you have avenues for which you can attempt. Put another way, you’re making movie, what would you choose as your cinematic set?

Round 1

Ray and I were matched up, which was just like the prior tournament. We faced off in exactly the same round. Just like last time, my Russians vs his Americans, tho our lists were a little different.

I choose maneuver and he choose attack, so that ended up putting me on the defensive. I believe the first mission was breakthrough, as you can see Ray’s two objectives in the picture below.

I had my medium sized BMP-2 company in the field, and my infantry ready to head into town. Likewise my small BMP-1 company and T-64s can be seen off in the distance. I made a critical error in judgement in deployment as I thought I would have more avenues to fire through the thin tree line. That turned out to just not be the case and thus my first few turns I needed to adjust how my armor and longer range weapons would cover the field.

I expected that Ray would funnel his forces following the dirt road down e middle of the table, taking the shortest route as well as going towards my tanks and BMP-1s, thus avoiding the BMP-2s and infantry there. He didn’t and decided to go in the back door if you will, engaging my BMP-2 company first.

His initial attack with his tanks pretty much took out most of my BMP-2s that had a LoS to his armor, which then heavily blunted any sort of salvo to take out a few tanks with missiles. This meant his tanks would be a bit of a thorn in my side through the game.

I decided I was ok with his line of attack and I’d use the hills to my advantage, going after his infantry that he’d need for later on. My reinforcements were heavily anti-tank focused so I figured taking care of the infantry problem sooner was the right priority.

I likewise brought up my T-64s and their 20″ range machine guns were able to land some hits as well. I did cave to the temptation to take a short or two at his tanks.

With lots of burning BMP-2s, the remainder high tailed out of there. I was able to maul one of his infantry platoons so it was in bad spirits. The closer objective was secure as was the further, so Ray would have to either come over the hill or down the closer road in this picture, which would then be driving towards the center of my strength.

Ray under the cover of the hills moved his armor forward as I expected and my delaying force was in understandable peril. They had however done their job.

Last picture in the series. We just made it to turn 5 when time was called so it ended up being a draw, I managed to score 3 points however.

Round 2

Chuck and squared off. I went with attacker vs his British force. No Retreat was our mission. This game I was hoping that I’d be able to use numbers to get on the objective fairly quickly.

Chuck place his minefields on my right flank in front of the forward objective and the second objective was back where the 4 garages were. It seemed unlikely I’d be able to get to the far objective, so I formulated a plan where I’d kick my T-64s far right, and then push down the middle towards the yellow cafe where Chuck had a couple of Milan teams. I’d use my BMP-2s at range to maybe take out a team or two in the house while the infantry made a run for it. On my left flank I’d use my BMP-1s try and cover the road in support.

First turn, I took out some of Chucks scorpion scouts on the left flank, but over the right, lots of misses.

A better shot at what I needed to do. That infantry in the woods by the objective would need to be dislodged. I figured however the T-64s and their brutal guns with infantry streaming at them from the cafe (the yellow building) was my best chance.

As my infantry moved up Chuck brought in his swarm of FVs. Last thing I needed was lots of machine gun fire, so I raised the ante and brought in my T64s unfortunately my shooting was slightly below average and my infantry was a bit too far out in order to start with RPG rounds. My BMP1s and Spandrals on the other hand were in a better position to take some out however again, I wasn’t landing hits like I needed to.

Chuck decided to leave the cafe as more volleys of BMP-2 missile fire was starting to land and inflict casualties.

Wrecks were starting to land in the middle of the table, however my infantry was pushed back until all this machine gun fire could be taken care of. I landed a few salvos of hail rockets but again, just could do much more than get a single vehicle or bail one out. Just not enough.

Final picture of the machine, a victory for Chuck 4-3 as I wasn’t smart enough to get a T64 within 8″ of the objective for top of turn 6.

Round 3

As fate would have it, 6 points going into round 3 I was still in the hunt for top honors. Lots and lots of draws going around and through the second round, only one 6-1 game and Chuck’s 4-3 win.

Jacob and I were matched up for the final round, with his Americans, with lots and lots of transports, infantry and a number of helicopters.

We played on the river and once again I perhaps foolishly choose attack. The mission was Contact, and Jacob rolled for time of day and got dusk. As such I knew I needed to press and press very hard as once we were at night the American advantages would become even greater.

I went ahead and decided to go for my right flank with the BMPs on one side and the infantry flowing through the cover up to the river crossing.

With my reinforcements I figured I could bring them on in such a way to deal with whatever Jacob might try to counterattack with. I left my small BMP1 company, T-64s, BDRM-2s off.

Immediately I had to decide if I wanted to strike at range with missiles or move up to get ready for an assault as well as get more volume of fire with the 30mm guns. Not sure what the right answer was but my thinking was press, move up and prepare to assault not only with the infantry but the BMP-2s as well.

Luck was with me in so much that when I took fire from the various AT assets I was getting bailed not blown up. Thankfully I was able to also pretty much take care of the M113s in support.

Invariably when I tried to assault that just didn’t go well between bogs, and fire, while I had them pinned I just couldn’t dislodge the American infantry from the position, so through the course of a few turns until night fell, lots of firing, American vehicles getting taken out, loss of BMP-2s and some infantry but no real ground taken.

On the other side of the map, a bit more high drama. Jacob had both Hueys and Cobras. First round he takes out my gophers and my gophers barely knocked out anything. Besides my Gremlins my real AA was gone for the game. For Jacob that mean this objective was very much in play. Through lots of luck, my T64s came on, and did their best to throw up some AA MG fire as well as drive off his Hueys from landing infantry. Then my BMP-1 company came on and likewise drove off another attempted landing of his Hueys at the same time taking out two of the helicopters.

Jacob would later land the remaining Huey in the woods, drop off the infantry and for the late game, we had lots of jockeying for the position but thankfully it didn’t fall into Jacob’s hands.

We ended up with a 3-3 tie.

Closing Thoughts

We had 2 tie for 1st place. We had 3 tie for second. I was in that group, so the top 5 positions were heavily knotted up.

One loss and 2 ties for the day was a bit surprising but I account that more for just being rusty then anything. It’s hard to get to a definitive result when v4 flames of war-isms and Team Yankee-isms are running around in your head.

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Runewars : New Uthuk List-foo

If you don’t play Runewars : The Miniatures Game, this post probably isn’t of much interest. Tho if you’re interested in rank and file fantasy battles on the tabletop with miniatures you might wanna check it out.

With the Uthuk boxes for all the core units now released, the Uthuk are now at par with the other races when it comes to availability. Having lived with just the core boxes and the infantry command box for as long as we did, that was sure tough when it came to creating army lists that you might want to try out. Proxies were there sure, but that only goes so far  for anything involving what the tabletop looks like.

So let’s talk about the list theory crafting that is opened up.

Going Crazy with Spinned Threshers

You could create a list with 6 2 tray units of Spined Threshers. This leaves 32 points in upgrades yet to hand out. Since the 2 tray can only take a unique upgrade and both options are 3 points, that’d take you to a 186 point total. That’s 12 Spined Thresher models, for basically going to take 120 damage to get rid of. That’s a lot. Maybe upgrade with Devouring Maws which gives the ability to remove a wound for extra staying power. You hand out panic, you’ll be brutal 3 everywhere and it’ll probably only cost you ~$35 x 6 to get into.

Will that 6 activation army play well? Good question. Low shields so crossbows and archers will definitely ding you.

Go Berserk with Berserkers

Another option are Berserkers en mass. They only are 1 health wonders but a 2 tray unit for 16 points I find as a bargain which gives you access to an equipment and heraldry upgrade. The new Bloodrage Conduit which on exhaust gives you Lethal 1 that stacks, as well as Corruption Rune which 1-unstable on discarding the top moral card to cause the enemy to suffer damage equal to the panic cost and hand out a bane depending on the type of moral card are both cards to easily slide into those slots. That gives a 24 point cost meaning, you could again go crazy and have 8 of these units running around. Rallying to refresh the Bloodrage Conduit would be a pain, you’d probably want a larger Berserker unit fitted in with a Rallying Shrieker. It’s limited to 1-3 so you’d have to turtle up, OTOH that’d give you a +6 or so addition to your damage once per turn added in to what you rolled and that’s nothing to sneeze at.

Compared to the earlier Spined Threshers, you wouldn’t be able to handle as much damage being in the ~64 range or so depending on how you configured it with 2 tray and with or without a 6 tray unit to contain the musician to perform rallies.

I’m not panicking, you’re panicking

Berserkers, Ravos and Spined Threshers have this great mix of abilities to hand out panic tokens at the beginning of the game (Ravos), at the end of their activation if within 1-unstable (Spined Threshers), or take advantage of the moral deck or panic tokens in various evil ways (Cacophony Reaver, Mutilated Grotesque, Blood Diviner, Corruption Rune, Rage Spine). This is I think one of the fun Uthuk themes, they’re here to scare the crap out of you and use the moral deck to their advantage.

Ravos, and Spined Threshers come with moral effects built in. No need for any upgrade cards. Berserkers however require you to make a commitment as far as the direction you’re going to go. Do you want to add lethal (Cacophony Reaver, Blood Rage Conduit, and their own ability to off one or two of their own unit to add lethal), throw or cause a panic check with Rage Spine or Psychosis Siren), add panic on an attack (Mutilated Grotesque), change the top card of the moral deck (Blood Diviner) as well as see the top couple of card depending on how many blue runes are showing.

There are a number of directions you can go with this, but it requires berserkers and often 6 tray 37 point minimum investments to get to the number of berserkers where both a Champion or Musician is an available upgrade.

OTOH it complements vary well with Ravos and Spined Threshers.

Let’s go for a run

Flesh Rippers as a cav unit can really motor tho it’s the general theme of Uthuk. Dead Sprint staked on top of their ability to move 1 at the top of the turn before a dial is revealed can result in a crazy amount of distance, 8 max depending on circumstance.

I’ve found that Flesh Rippers as a unit are also quite tank like, with the 4 tray needing 24 wounds before they fall. At 38 points, it’s a bit more than Spined Threshers at 20 damage for 28 points, OTOH you get rank discipline for the re-roll and you’re rolling 2 blues and 1 red over 2 red dice.

Unlike the previous units the small minimal unit at 22 points to me just isn’t quite worth it, the 38 point 4 tray seems like the real minimal to go with which feels expensive compared to the prior list ideas.

You could go up to a 6 tray or even 9 tray configuration to gain access to a champion but then these are all just generic champions, and nothing unique to or benefiting Flesh Rippers. Is it kind of then crying out for the missing Kethra to then integrate with? We’re really missing some sort of thematic upgrade to give credence to this sort of build.

Her skill action to roll 1 white dice and give everyone, friend and foe alike that white die in wounds seems interesting since Flesh Rippers always take wounds given their shield value is 1. Will she have the ability when integrated with Flesh Rippers?

I feel something is coming here.

Decisions!

I plan to game a number of these ideas out over the course of the summer. I’ll report back on what did or didn’t play well.

Runecast Uthuk out!

 

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