Flames of war suffers from the same problem that most tactical games suffer from, the lack of interaction with the operational layer. In missions with reserves, 40% of one's force is for the most part out of your hands, even more so if you use aircraft. In V3 the only influence you had over those all important 5+ rolls was your platoon count. Hit that 9+ platoon sweet spot and put your awkward filler platoons in the reserve box, maybe see them on the board, maybe not. V4 is still very much the same in this respect but the new command cards give players some bearing on the reserves system. There are 2 basic flavours of such card thus far: cards that let you re-roll aircraft or reserves and cards which stop your opponent from rolling for reserves or aircraft. The Italians, always the outlier, have a card which nullifies cards which would stop them from rolling for reserves or aircraft. This is the most interesting card in the game. Now that more direct means of influencing reserve...
Task Chair General is a blog where I share my hobby and explore strategy gaming critically, both digital and on the tabletop.