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Observations from my first V4 Tourney - Able Ko' "Dive In" 
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I had the pleasure of attending my full V4 tournament back on April 29th. This event was hosted by the awesome Able Ko in Indianapolis, IN. It was a 1250 point LW open.

We played three round with the following missions in order; Encounter, Hasty Attack, and Dust Up.

The forces played in the order of their final standings is as follows:

1.) ROHAMÁGYÚS ÜTEW CV - HQ 1 x Zrínyi II; 3 x Zrínyi II; 3 x Hetzer; Cmd SMG Panzerfaust & 9 Rifle/MG team;3 x Fiat-Ansaldo 35M; 4 x150mm 43M rocket launcher w/ Observer; Sporadic Air Support Hs 129B3
2.) KG Pieper FT - HQ x Konigstiger, 1 x Konigstiger, CMD MG 4 x MG 3 x SdKfz251, CMD MG 6 x MG 4 x SdKfz251, 2 x Wirbelwind (Quad 2cm); Sporadic ME262
3.) Panzer KO (2nd Pz) CV - HQ PzKw-IVJ; CMD SMG PzFf, 4 x PzKw-IVJ; 6 x MG 6 x SdKfz250; 4 x PzKw-IVJ; 2 x 8 Rad; 3 x 15cm NW41 w/ Observer
4.) British Rifle (50th Welsh) CV - HQ 2 x Rifle; Cmd Rifle/MG team, PIAT team, light Mortar team, 6 x Rifle/MG team, 3 x Ram Kangaroo APC; Cmd Rifle/MG team, PIAT team, light Mortar team, 6 x Rifle/MG team, 3 x Ram Kangaroo APC; 3 x UC; 4 x OQF 6 pdr gun (late); 4 x ML 4.2" Mortar w/ Observer, 4 x M10C 17 pdr SP
5.) US Mech Inf (7th Armored) CT - HQ 2 x Cmd Carbine team, 1 x Jeep, 1 x M3 half-track with .50 cal AA MG; Cmd Rifle team, 5 x Rifle team; 2 x M3 half-track with .50 cal AA MG, 3 x M3 half-track with AA MG, M2 60mm mortar, 2 x M1919 LMG team; 4 x Bazooka team, M3 37mm gun; Cmd Rifle team, 3 x Rifle team; 2 x M3 half-track with .50 cal AA MG, 2 x M3 half-track with AA MG, M2 60mm mortar, 2 x M1919 LMG team; 4 x Bazooka team; 3 x M4 81mm MMC with .50 cal AA M; 1 x .50 cal Recon Jeep, 2 x M20 Scout Car; 4 x M10 3in GMC (late) M36 90mm GMC; M4A3 Sherman (late), M4A1 (76mm), 2 x  Sherman M4A3 (76mm) Sherman
6.) Lorried Rifle Co (7th Armoured) - HQ 2 x Rifle; Cmd Rifle/MG team, PIAT team, Light Mortar team, 6 x Rifle/MG team; Cmd Rifle/MG team, PIAT team, Light Mortar team, 6 x Rifle/MG team; 4 x ML 3" Mk II Mortar, Observer Rifle team; 3 x Cromwell IV, 1 x Firefly VC; 4 x M10C 17 pdr SP; 1 x Sherman V, 2 x Sherman Crab, 2 x AVRE
7.) GEPANZERTE PANZERGRENADIERKOMPANIE (LEHR) CV- HQ 2 x Cmd SMG team, 1 x Sd Kfz 251/1, 1 x Panzerschreck team; Cmd Panzerfaust SMG team Tank-hunter team, 4 x Sd Kfz 251/1, 6 x MG team; Cmd SMG team, 1 x Sd Kfz 251/1, 1 x Panzerschreck team; Cmd Panzerfaust SMG team Tank-hunter team, 4 x Sd Kfz 251/1, 6 x MG team; 3 x Panzer IV H; 2 x Sd Kfz 234/2 (Puma); 3 x 15cm NW41 w/ Observer; 1 x 8.8cm FlaK36 gun (8 crew), 1 x Sd Kfz 7
8.) PANZER KO (LEHR) CV - HQ 2 x Panzer IV J; 3 x Panzer IV J; 3 x Panzer IV J; Cmd Panzerfaust SMG team, 4 x Panzerfaust MG team, 3 x Sd Kfz 251/1D half-track; 2 x Wirbelwind (Quad 2cm); 2 x Sd Kfz 231 (8-rad); 3 x 15cm NW41, 3 x Sd Kfz 11, Observer Rifle team, Kubelwagen; Sporadic Air Support FW 190F
9.) ARMORED RIFLE COMPANY (9TH) (DISMOUNTED) CV - HQ 2 x Cmd Carbine; Cmd Rifle team, 5 x Rifle team, M2 60mm mortar, 2 x M1919 LMG team, 5 x Bazooka team; Cmd Rifle team, 5 x Rifle team, M2 60mm mortar, 2 x M1919 LMG team, 5 x Bazooka team; Recon Cmd Rifle team, 2 x Recon Rifle team, Recon Bazooka team; 3 x M8 Scott HMC, 3 x M4A3 Sherman (late), M4A3 (76mm) Sherman
10.) US TANK COMPANY (3RD) RV - HQ M4A3 Sherman (late), M4A3 (76mm) Sherman; M26 Pershing; M4A3E2 Jumbo, M4A3 (76mm) Sherman, M4A3E8 Easy Eight; 2 x M4 81mm MMC; 3 x M24 Chaffee; Limited Air Support P-47 Thunderbolt
11.) UDARNY STRELKOVY BATALON FT - HQ 2 x Cmd Rifle team, Komissar team, 4 x anti-tank rifle; Cmd Rifle/MG team, 4 x Rifle/MG , 4 x SMG team; Cmd Rifle/MG team, 4 x Rifle/MG , 4 x SMG team; 4 x 76mm obr 1927 gun; 4 x 57mm ZIS-2 gun; 5 x SU-76M; 4 x Shock 76mm ZIS-3 field gun; Limited Air Support Il-2M Tip 3M Shturmovik
12.) DIVISIONAL CAVALRY SQUADRON (NEW ZEALAND) CV - HQ 3 x Staghound I with AA MG, 1 x Ford Lynx; 1 x Staghound II CS with AA MG, 2 x Staghound I with AA MG, 1 x Pioneer Rifle team; 1 x Staghound II CS with AA MG, 2 x Staghound I with AA MG, 1 x Pioneer Rifle team; 1 x Staghound II CS with AA MG, 2 x Staghound I with AA MG, 1 x Pioneer Rifle team; 3 x Ford Lynx; 1 x 3" SP with top armour 1, 1 x M10C 17 pdr SP (late) with top armour 1; Cmd Rifle/MG team, PIAT team, Light Mortar team, 4 x Rifle/MG team; Limited Air Support Spitfire

It was a small event at a lower point level, but of the 12 players at least four were US Masters and Able KO overall has a great reputation for strong players and running great events.

For the most part it felt just like about any V3 event. The same players I’d have expected to be at the top placed well, and that of course meant those who I’d expect to do less well did less well. Good players who played well placed well.

Out of the 18 games, only four were draws and honestly given the player and force match-ups in those draws you could just about see them coming. The scores broke dow as follows:

Round 1 : Encounter – 2 x 8:1, 2 x 7:2, 3:3, 1:1
Round 2 : Hasty Attack – 4 x 8:1 (Attacker Win), 8:1 (Defender Win); 7:2 (Attacker Win)
Round 3: Dust Up – 1 x 7:2, 3 x 6:3, 3:3, 1:1

Everybody seemed to be having a good time and the event provided everything that I think I would want out of a Flames of War tournament. I did not particularly do well myself running the Undarny Bn that ended up at the bottom. My first two rounds were losses to current US Masters and my last round was just one where there were too many enemy vehicle machineguns for me to push my Undarny out in the open. I did get best sport for getting my teeth kicked in with a smile. :)


Wed May 10, 2017 1:23 am
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When considering what force to take to my first V4 event I wanted a force that included the dreaded flying tank, some good artillery templates, and some good AT Guns. I had some great success with the Udarny Strelkovy under V2 so I thought it would be fun to see how they do under V4. My force was:

UDARNY STRELKOVY BATALON Fearless Trained
HQ 2 x Cmd Rifle team, Komissar team, 4 x anti-tank rifle;
Cmd Rifle/MG team, 4 x Rifle/MG , 4 x SMG team;
Cmd Rifle/MG team, 4 x Rifle/MG , 4 x SMG team;
4 x 76mm obr 1927 gun;
4 x 57mm ZIS-2 gun;
5 x SU-76M (Confident Trained);
4 x Shock 76mm ZIS-3 field gun;
Limited Air Support Il-2M Tip 3M Shturmovik

Given some of the discussions with Soviet Pride on these forums I was thinking that this would be a pretty decent list at 1250pts. The Udarny and Shock units take skill tests as Veterans which would help a lot in Hand-to-hand and in range in attempts. I would have two artillery templates that range in as veteran. My artillery would have good 3+ saves and the Zis-2 ROF 3 is always welcome. Even thought at 1250pts I could only afford Limited Air Support, just two Il-2M Tip 3M Shturmoviks could cause some serious damage.

So I felt like I had a strong force to go in at this low point level, epically if I had all elements of the force on the board at the same time. However, even though we players knew the mission before the event, I failed to consider the impact of reserves. More specifically I did not plan how I would fight this force with 40% of the force off board. 40% points seems like a lot more than "half units" when those small cheap units don't fulfill the reserve unit requirements like they used to. To exacerbate this issue I was to have delayed reserves in all three round.

My games ended up going:
1st round 2-7 to the ROHAMÁGYÚS ÜTEW (Tournament winner) in Encounter
2nd round 2-7 to the US Mech Inf (7th Armored) in Hasty Attack where I was the defender
Rd round 3-6 to the GEPANZERTE PANZERGRENADIERKOMPANIE (LEHR) in Dust Up

I'll add more details about these three games soon and then do a final observation/summary post later.


Thu May 11, 2017 9:16 pm
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My Game one was against Will Yanuski running the ROHAMÁGYÚS ÜTEW with:
HQ 1 x Zrínyi II (Confident Veteran);
3 x Zrínyi II(Confident Veteran);
3 x Zrínyi II(Confident Veteran);
3 x Hetzer(Confident Veteran);
Cmd SMG Panzerfaust & 9 Rifle/MG team (Confident Trained);
3 x Fiat-Ansaldo 35M (Confident Trained);
4 x150mm 43M rocket launcher w/ Observer (Confident Trained);
Sporadic Air Support Hs 129B3

A very good force for this 1250pt event I though. Very mobile with a great number of Breakthrough Guns, HS 129B3 for the King Tiger insurance, a recce unit, a very good bombardment unit and a decent sized infantry unit. Our mission was encounter.

Will started with one of the Zrínyi II platoon and his infantry on my right. Nebs in the middle of some woods in the board center, and his recce Fiat-Ansaldo 35M platoon on my left. He had his HS-129B3s available as well. I had one Udarny Company on my left and ZIS-3s, ZIS-2s, and my SU-76's on my right. As you can probably tell already, not having my Shturmoviks available was something I was going to regret very soon. I "think" I was thinking that the reserves were immediate for some reason.

I moved out on my left with the Udarny appearing to threaten Will's center/Nebs. Will then tried to skirt around on my left board edge with his armored cars, but on my next turn I radically changed course with my Udarny and kind of hemmed up the armored cars on the board edge eventually bailing all three with my ATRs and then assaulting. Netting my first platoon kill.

On my right Will's rockets started to immediately have a big impact on my guns. My Zis-3s could not counter battery fire his rockets as V4 dropped "Fire in the Sky" and I could not get LOS to the rockets deep in the woods. Initially Will was hitting both my Zis-2s ad Zis-3s with rockets so I had to move my Zis-2's forward. This survivability move must have made Will think I was going on the offensive on my right also and he actually pulled his Zrínyi II platoon and his infantry back a bit. My Zis-3 and SU-76s were able to start whittling down Will's infantry some.

About turn 4, Wills air support finally arrived and managed to KO two SU-76s and Will followed that up with Zrínyi II which took the SU-76s down to just two teams. His rockets eventually put my Zis-3's down. Eventually the SU-76s were destroyed and his Breakthrough guns KO's my Zis-2s. This totally cleared my forces on the right and Will's infantry advanced to secure my right objective. But my reserve rolls brought in my other Udarny who had no problem assaulting and destroying Will's infantry. With two Romanian platoon's down, I finally had a VP.

Back on my let, a combination of Rockets and Breakthrough guns from Will's second Zrínyi II platoon and HQ eradicated my Udarny Co there. My regimental Guns came on from reserves to buy me another turn on my left objective and give my Sthurmovicks a chance to score another VP. It never happened. The Shturmoviks just kept getting bail results, killing only one tank in the whole game.
So my first round ended as a 2-7 loss.

I hindsight the terrain much better suited Will by keeping his rockets totally safe which allowed them to get in a lot of killing throughout the game. Reserves decisions with my force were pretty hard for me to make. I never could seem to work out enough of whatever I needed to have on the board. It was clear to me that Shturmoviks would have to be on table for the start of the two following missions no matter what I was facing. My guns were too easy to circumvent and/or neutralize by a mobile opponent with any artillery support. In this game I did not get any air support untile about the 7th turn. It only came in twice and poor rolls kept it from being able to achieve much when it did arrive.

But Will was a good opponent to play and I had fun despite the poor initial decisions I made.


Fri May 12, 2017 2:46 pm
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Thanks for posting this. Despite that I keep hearing that v4 is not a tournament system, my experience with it so far has been that in practice there's no reason it really can't be. I'll read the rest of your reports with interest.

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Sat May 13, 2017 12:12 am
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The players make the diftence more than the rules and Able Ko has always been a great group to game with.


Sat May 13, 2017 12:15 am
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You can bury rockets and artillery in woods now?


Sat May 13, 2017 12:18 am
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yup. no restrictions anymore


Sat May 13, 2017 1:03 am
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Yep... actually best "tactical" use of Woods in V4 is placing artillery or AAA so they can fire without being spotted and without penalty.


Sat May 13, 2017 4:06 pm
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Aircraft are concealed to AAA if the aircraft are seen by that AAA team through tall terrain within 4" off the AAA team. Bit of a penalty there and I expect overall a big V4 improvement to LOS rules in regards to aircraft .

Artillery in the woods? I'm not a Field Artilleryman but I'd assume you'd want the gun tubes to be as unobstructed as possible. That being said we don't have vegetation density variations when it comes to woods. I'd expect many woods might be a bit scattered or less dense than others or might have small clearings within them which might better serve artillery positions. I suppose BF is just keeping it simple.


Sat May 13, 2017 7:41 pm
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Not red leg myself, but I'm guessing any place that causes bog checks is less desirable due to the desire to reposition quickly to avoid counter battery fire.


Sat May 13, 2017 8:10 pm
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That makes sense to me, but I think SP was more concerned about a lack bombardment penalty for shooting out of the wood. The dangers of trying to move out from terrain under bombardments is covered with cross checks and gun team rerolls of saves if you fail that cross heck and get caught in a repeat bombardment.

One thing to also keep in mind here is that in some missions, you get to place ranged in tokens on the board before unit deployments. One could use that for area denial and make a piece of woods less desirable of a position to start artillery off in. Unfortunately, that was not an option in mission in the above game.


Sat May 13, 2017 10:35 pm
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My second game was against Chris Fretts. One of my favorite all time opponents! You rarely find some one so skilled and knowledgeable about the rules. These though are surpassed by his genuine friendly gaming nature. Its seems its been a long time since I’ve beaten Chris but I can’t think of a single game I just have not totally enjoyed playing him in. Chris was running:

US Mech Inf (7th Armored) Confident Trained
HQ 2 x Cmd Carbine team, 1 x Jeep, 1 x M3 half-track with .50 cal AA MG; Cmd Rifle team, 5 x Rifle team; 2 x M3 half-track with .50 cal AA MG, 3 x M3 half-track with AA MG, M2 60mm mortar, 2 x M1919 LMG team; 4 x Bazooka team, M3 37mm gun;
Cmd Rifle team, 3 x Rifle team; 2 x M3 half-track with .50 cal AA MG, 2 x M3 half-track with AA MG, M2 60mm mortar, 2 x M1919 LMG team; 4 x Bazooka team;
3 x M4 81mm MMC with .50 cal AA M;
x .50 cal Recon Jeep, 2 x M20 Scout Car;
4 x M10 3in GMC (late) M36 90mm GMC; M4A3 Sherman (late), M4A1 (76mm), 2 x Sherman M4A3 (76mm) Sherman

Our mission was Hasty Attack with me as the defender. I was surely not going to leave the Shturmoviks in reserve again so I along with them I elected to start with both Udarny Cos and I’d take the SU-76’s as my ambush. So all of my gun units were in reserve.

Chris started with his full ARP, TD Scouts, TDs and HQ on the board. He has his Shermans, short ARP, and armored mortars in reserve. Chris pushed hard on my left. He’s move Dash move of the TD Recce and the full ARP denied me one prime set of woods for ambushing. Behind this woods was my left ARP. Chris also got in his Shermans from reserve on turn one which he dashed up.

In my turn my Shturmoviks arrived and I popped my ambush from a center woods but still ended up being outside of 16” from the large ARP which was my biggest threat. I ended up destroying three Halftracks and bailed one from my Ambish, but his passenger saves were hot. Even with the Shturmoviks following up, I did minimal damage to this platoon but it was pinned.

On my right, the other Udranny had to relocate to the center as Chris pulled the my right objective. His HQ Halftrack and Jeep harassed their move while he moved up some TDs though the town in the boards center.

On Chris’ second turn his TDs blitzed up and anlong with the closing Shermans manged to knock out four SU-76s. He also got in his armored mortars. His large ARP remained pinned thank goodness, so in my following turn I sent the Shturmoviks against the Shermans KO’ing one and bailing two. But he’s end up remounting and avoiding Last Stand. My sole remaining SU-76s, even with Volley Fire failed to make a dent in the TDs.

In turn three, Chris really started to whittle down my left Udarny Co combining .50 cals and mortars. He managed to take the unit below 8 teams, and because I had deployed out to 8” the unit was already in Bad Spirits with over 50% of teams still on the table! Now his HQ was joined his TDs concentrating .50 cals on my right Udarny Co who for the moment, were securing the center objective.

Turn 4 saw Chris take down my last SU-76s and really start to do some damage on my left Undary which had to give up some foxholes to move to restore good spirits. This just made them meat for his .50 and .30cal to tear trough.

It was pretty clear by this point that my left was about to fold my right was not far behind. I got my Shturmoviks in and had some reserve come up but I was going to have to go for points now. My Zis-3’s rolled on and finished of the large Halftrack platoon. My Shturmoviks when for Chris’ Armoured Mortars which were brought down to Poor Spirits which they falied. My HQ with ATRs still attached came on and tried to take out the TD Recce unit. Even though one M20 was KO’d he still get enough hits to pin my assault.

So I only netted two platoons but that’s just one VP. The game ended as a 7-2 win for Chris.

The big mistake for me in this game was not defending far enough forward to stop some dash moves that ended shunting down my best ambush site option. Other than that it was just math that would eventually whittle me down. The Shturmoviks were not very impressive as I failed way more than the average amout of 4+ firepower checks. They really should have KO’d more units. On the other hand, Chris’ .50 cals just could not cause a dent in them and no plane was ever lost. I though that in a 1250pt event, Limited Shturmoviks would be enough, but I really needed those two extra cannon shots to make up for my tendency to fail those 4+ FP checks!

So a disappointing second result, but a good game against a great opponent.


Sun May 14, 2017 1:54 am
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Soviet Pride wrote:
Yep... actually best "tactical" use of Woods in V4 is placing artillery or AAA so they can fire without being spotted and without penalty.


A favorite tactic in TY. Think the woods reasoning was stated as the teams picking clearings (or clearing an area) and that woods are not normally uniformly dense.

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Mon May 15, 2017 2:06 pm
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It's not hard cutting trees down, especially with all the heavy equipment SP arty has sitting around while the trees are being dropped...


Mon May 15, 2017 2:09 pm
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Another reason I might just move on until v5. Played one game of Battlegroup so far and enjoyed it. Just played with infantry and it seems to work fine.


Mon May 15, 2017 4:46 pm
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Honestly, I was under the impression you made that decision long ago Mark.


Mon May 15, 2017 5:12 pm
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Josh wrote:
It's not hard cutting trees down, especially with all the heavy equipment SP arty has sitting around while the trees are being dropped...


Well I supposed you can find a post-facto ad-hoc explanation for any game mechanics.

But a game that encourages artillery assets to be deployed in the middle of a dense wood (not in a sparse wood with clearings, since the enemy cant see them and they have to take cross checks to move out) or in narrow streets between buildings, while infantry cannot make a sound use of such dense terrain (because they are forced to deploy bunch together arround the command team and because tanks risk almost nothing while moving into the woods) simply looks silly to me.


Mon May 15, 2017 5:23 pm
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LOS extends 2" into woods. Artillery templates then can reach another 3" deeper from that aiming point into the wooded terrain piece. How many woods on tournament type boards will be totally safe? It would have not been the case in my game 1 above, but I was thinking in terms of V3 convention at the time I think and missed the opportunity to affect the Nebs.


Mon May 15, 2017 7:23 pm
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Iron-Tom wrote:
Honestly, I was under the impression you made that decision long ago Mark.


Yes. But I keep hoping. It's hard to break up with something you just spent 15 years playing. :(


Mon May 15, 2017 7:38 pm
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Mark wrote:
Iron-Tom wrote:
Honestly, I was under the impression you made that decision long ago Mark.


Yes. But I keep hoping. It's hard to break up with something you just spent 15 years playing. :(


I hear ya man... I'm still likely going to finish up some LW and VLW, but I may be taking this time to get my TY stuff painted...

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Mon May 15, 2017 9:05 pm
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Iron-Tom wrote:
LOS extends 2" into woods. Artillery templates then can reach another 3" deeper from that aiming point into the wooded terrain piece. How many woods on tournament type boards will be totally safe? It would have not been the case in my game 1 above, but I was thinking in terms of V3 convention at the time I think and missed the opportunity to affect the Nebs.



Well obviously this particular rule interaction depends on the size of the actual wood. Nevertheless I assume tgat V4 players would use bigger woods due to the change to rules.

Actually, the fact that terrain as woods no longer hinder significantly the movement of tanks or give any meaningfull protection against artillery (the prime killer of the game) is a v4 rule that I really dislike... it adds into the arcade feeling of the game.


Tue May 16, 2017 3:45 pm
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I guess we'll see if people feel compelled to make woods bigger at tournaments just because of V4. I doubt it. I expect boards will look like the boards people have been setting up for FoW since the beginning.


Tue May 16, 2017 3:49 pm
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" I expect boards will look like the boards people have been setting up for FoW since the beginning."

The funny thing is they haven't. Just as lists change over time so do the tables. Terrain bought 10 years ago is still valid. People increase their terrain. People also change their perspective on what is a crowded board and what is not. What seemed crowded 5 years ago now looks empty. As we play with more terrain, we gather more and then we slowly add more.

Basically I am seeing boards with more developed linear terrain then in years past. Where before fences & walls equaled a few feet, now it is several yards of terrain as an example. Another one is 1 or 2 small towns had 2-3 buildings, now ther are 3 towns with 3-5 buildings.


Tue May 16, 2017 5:02 pm
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One thing is for sure...the V4 MW tournament I'm running this weekend will have some new desert terrain! I'm not expecting too many artillery in woods issues! :)


Tue May 16, 2017 5:25 pm
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SECfootball wrote:
" I expect boards will look like the boards people have been setting up for FoW since the beginning."

The funny thing is they haven't. Just as lists change over time so do the tables. Terrain bought 10 years ago is still valid. People increase their terrain. People also change their perspective on what is a crowded board and what is not. What seemed crowded 5 years ago now looks empty. As we play with more terrain, we gather more and then we slowly add more.

Basically I am seeing boards with more developed linear terrain then in years past. Where before fences & walls equaled a few feet, now it is several yards of terrain as an example. Another one is 1 or 2 small towns had 2-3 buildings, now ther are 3 towns with 3-5 buildings.


I would comment that more boards I see in AARs now look like I95 boards than previous. I still see plenty of 40K clumpy boards as well though.


Tue May 16, 2017 8:58 pm
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