Flames of War FTW XLBS: British Advanced Assault Tactics
August 7, 2015 by warzan
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Sorry guys but two things about you repeat bombardment.
1. when you use all guns repeat you don’t auto hit you automatically range in.
2. when using all guns repeat you have to use the same observer and he has to have not moved and be able to see. if you smoke or kill the observer they have to fire a new bombardment. although mike target is awesome, it can be stopped.
Thats right about the automatic hits. But as Brits are veterans, they hit on 3+, so the bombardement would only be 66% as effective (only killing about 2 teams per turn, not 3). And if the platoon gets small enough (the defender will probably remove the teams around the objective last), you spend a turn reducing the template size and then start overagain with rerolls on your 3+ to hit.
Also an AOP can move and call an all guns repeat. So smoking is not an option. And a lot of late german lists I see don’t have air support of their own (so no intercepting the AOP), and the AOP is really easy to hide from flak.
I’m not sure that you automatically hit with ‘all guns repeat’ and ‘mike target’. I think you auto-range in and then have to roll to hit teams under the template (3+ in this case), then the teams must save, and reroll successes, then fire-power. Which is still pretty scary.
Another great tutorial. Thanks guys.
@tookeywhy beat me to the punch.
More nice FoW stuff, and this time about the Brits and their Empire.
As a Canadian player, this warms my heart.
Again, there are a few mistakes, though.
First off, British Infantry lists can’t always use Night Attack. They can only do so in scenarios without the “Meeting Engagement” rule. So, you can’t Night Attack in Free-for-All, Encounter or Dust Up.
This is because a night assault needs some preparation and these missions represent forces coincidentally running into each other.
One notable thing about viewing range at night is that, for artillery, it’s the observer’s viewing range that matters.
Moving and assaulting with infanty from 14″ away: nope, can’t do that. After moving normally (6″) and your assault move (4″ for a total of 10″) at least one of your teams must be able to reach base-to-base contact with an enemy team to assault.
Do note that you can mark the position of any enemy team you destroy in the Shooting Step. You can still assault those abandoned positions as if they were occupied that turn.
Allocating hits and removing casualties from shooting/assault attacks is something that you’ve been doing wrong for some time now. You need to allocate all hits scored evenly across the various teams that could be hit by thost attacks. For most shooting, ranges are long enough for any hit to be allocated to any team in the target platoon, but with things like SMGs (4″/10cm range) or Assault attacks (2″/5cm range) it becomes really important that only teams within range can have hits allocated.
This means the second line of an assaulted platoon often can’t even be hurt in the initial round of attacks.
Once all hits from the shooting/attacking platoon have been allocated, roll saves (if needed) individually for each team that had hits allocated to it. Some teams might take multiple hits and fail multiple saves, so this is important for the number of casualties you take.
This failure in hit allocation and casualty removal has a massive effect on how you’d use these Wasps here. With only 3 teams within the 4″/10cm range (so only 3 teams that could be killed), I’d only shoot with one or two of the Carriers and save the flamethrower fuel in the other(s) for later turns if needed. Their primarly role isn’t to kill the entire enemy platoon anyway. They just provide almost-guaranteed pinning for the following assault by the infantry.
Also note that the Wasps themselves can’t assault, since they’re armed with flamethrowers (and are not Russians).
Also, you don’t -have- to remove empty flame-thrower vehicles, although you can if you want to. Some of them (like Churchill Crocodiles) do have other weapons, after all.
All in all, night fighting is often an excellent way to go on the offensive as a British player, but a properly set-up defensive position with artillery support and the like can still mess up an attack like this by taking out key elements or delaying it until it’s light again.
Also what the others said about All Guns Repeat. Just kill the observer! Generally good advice for dealing with artillery of any nation, by the way.
I didn’t know that you could use the Mike Target and AOP re-roll together! Damn, I’ve been playing that all wrong!
That was interesting.
Great show, loving this series, and even happier to hear there’s still more shows 🙂
As a relative newb to FoW (played 1 gane with Open Fire and then started a German tank list from Grey Wolf), I’m enjoying seeing the possibilities of the opposition! Keep ’em coming guys! 😀
Well, I already see all the points I would have made. I do like the episodes and you get the idea across of what to do with units and so on, though bringing back the in tape corrections may give more credence to each episode.