Skip to main content

Games and Theory Episode 3 Companion

 Will be filled when I get around to it. 

Comments

Popular posts from this blog

Games and Theory Ep4 Companion and guest article!

Written by Jordan A. Vandergragt, Games and Theory special guest. This time on The Games and Theory podcast we talk about some strategies to up your game and crush your enemies in Flames of War. Much of the podcast discussion revolves around having a "theory of victory". The basic idea is that as long as you build a list that has combined arms, (infantry, mobile firepower and at least one bombardment) you can win any match with the right plan of attack. This means a bunch of different things that we ramble about in the episode, but in this article I'll attempt to explain my personal theory of victory for my tournament list, as well as discuss a bit about modeling and preparing the army. It took me far too long to decide what force to play at the upcoming tournament at FDB in Gatineau. We haven't had many local mid-war events since the new dynamic points came into effect, so there are a lot of things I wanted to try. My favourite force for mid war is the British crusad...

Road to Nationals Part Four: The Most Interesting Card in the Game

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...

Road to Nationals Part Seven: End of the Road

It's been over a month and I finally have time to write up my Canadian Nationals experience. I want to thank the tournament organizers and staff for their hard work and an excellent job. If you want to check out my list you can find it here: http://taskchairgeneral.blogspot.com/2018/08/road-to-nationals-part-six-finalizing.html My list worked mostly as intended with my T30's and recon patrols being the stars of the show. Most of the missions allowed me to use the double spearhead to great effect and the constant artillery pressure from the T30's was instrumental in a lot of games, whether is was from smoke barrages or from blasting support weapons. My P-40 warhawks proved very effective but not in the way I expected. In some games they did do their original job of blasting marders however what they really accomplished was killing guns which were not dug in. The infantry worked as intended, once major resistance was dealt with they moved in, mopped up and held their groun...