We loaded up on Tacos my awesome wife cooked and headed in the garage. We had a lot of fun! The game was quite competitive considering it was our first even though the rules presented some challenges at times due to our inexperience. We played Free-For-All, a good place to start we thought. I played British and my son the DAK.
I tried to make well rounded lists that would give us an opportunity to learn.
The lists:
My plan was to dominate the right flank and grab the objective but the Panzer III J's were in the way. Initially things were going my way as I had some success against the German tanks. It went downhill from there with the confident veteran tanks having an edge over my confident trained tanks. It seemed like the Germans may have been a little luckier, or was it Rommel's superior tactics? Our artillery were pinning machines. We didn't smoke once which I thought was a little odd, I'll have to think about that more.
Trust the Italian truck to get stuck in the only deep sand in the area:
Oh yeah, it's going my way...
I loose a Matilda II...
Not much action on the left flank:
It's not looking so good for me. I've lost the ability to destroy tanks. But the platoon on the left has Sticky Sticky Bombs and I'm going to assault the Panzers to win the game! I pass the tank terror test, yes. Out comes the assault flowchart from the WWPD website. Defensive fire--what 15 shots from three veteran tanks. Six hits and I look two feet shorter and my unit is two inches further away. Is that right: main gun ROF 3 and then 1 for each MG? What was I thinking?
I try a different approach but get shot up:
The Universal Carriers fall victim to the Pak38:
I get shot to pieces and the Panzer III's finish off my tanks and take the objective. We had a blast with some good laughs and trash talking.
A few rules we had issues with (I'm hoping I have these right):
- Does a 2iC re-roll motivation tests? No he doesn't as far as I can tell.
- Observers. We forgot they can't spot for other platoons without both having staff teams.
- The Panzer III defensive fire shot count. Is it really five. The rule book on page 111says use machine guns against infantry?
- Thinking sixes always hit with the Pak38s but they are not artillery.
- The difference between Dug in and Gone to Ground. Still confused.
Can't wait for the next game.
Great report! Also glad to hear that you enjoyed V3.
ReplyDeleteDug-In and GtG. It now matters in V3 due to the gun saves if GtG.
GtG - this has no effect on shooting, unless the team is also concealed. In V2, they kind of worked together - you were concealed (+1 to hit), then GtG (another +1). That part is still true, but GtG is so much more now. For example, you can attempt to dig-in and it is not movement. This means you do not lose GtG for digging in. It also means the gun teams now save on a 3+ if GtG - just like infantry.
Dug-in is basically the same as before - you need a firepower test to kill any teams (infantry) that fail their saves. Dug-in still counts as concealed. And like my point above, you can dig-in and still not count as having "moved."
Hope this helps!
I think that main tank guns cannot be used in defensive fire. It is 3 for the first MG and 1 for each additional MG, meaning most tanks have 4 shots in defensive fire.
ReplyDeleteThanks for the info WEBGriffin.
ReplyDeleteI thought I had read that somewhere in the rules about the main gun but couldn't find it when we were playing. I'll have to look again. Thanks.
That is correct as Gareth writes the main gun can not shoot at inf teams.
ReplyDeleteBut he still had 12 shoot at 4+ which means that he should get 6hits on an average. So the assault was not a smart move in my opinion.
Smoke before next time then you get cover and are hit on a 5+ which means that you would get 4hits on a average which is a good choice.
Very nice battle report, I hope mine look that nice when I get around to doing them. As others have stated Gone to Ground (GtG) is a condition that units get from not moving or shooting on their turn, it now improves a gun team's save in v3 also. The only exception to this is weird units like snipers and units with "Cautious Movement".
ReplyDelete"Dug in" is a condition that units get from actually giving up their movement and successfully passing a skill check. It grants concealment to all infantry, man-packed, light and medium gun teams as well. If a "Dug in" team fails its save against shooting then the firer must pass a firepower check to actually destroy the team (much like gun shields, but from any direction).
Also Tank main gun shots cannot be allocated to infantry teams, so those Pz IIIJ's would have gotten 4 MG shots each, not five. But assaulting groups of tanks in the open is usually a bad proposition, much like what actually happened in WW2.
Thanks Andrew. I hope to get some more games in soon. I'm on somewhat of a hiatus from FOW due to a heavy work load and studying for a work related certification. A little over four weeks until the exam and then I'm back to FOW full free time.
ReplyDeleteRegarding the tanks main gun shots: I'm wondering where that rule is? On page 153 of the V3 rule book under assaults it says "As well as its machine-guns, a vehicle can use any turret-mounted weapons to shoot at Infantry teams in Defensive Fire."