Wednesday, 9 May 2018

Tactics - Flames of War - My List, Selection and Aim

Today I thought I'd share some of my ideas about list writing for Flames of War.

When I write a list I like to look at the 60% first. A vast majority of the Missions in Flames of War have some kind of reserves. In Missions with reserves you can only deploy 60% of your force on the table, with the other 40% arriving at different times or places depending on the mission. So whether I am the attacker or defender, I like to know what I'm going to start the game with and build my list and my strategy from there.

My current list is 1650 points in Late War. 60% of that is 990 points. So, I write a 990 point list that can attack and another 990 point list that can defend. Then I add both of these together and hopefully have something under 1650 points. If I need to add more units to my list at this point they need to be mobile because they will always be in reserve. That is the short version, the rest of this article I will show my approach and thinking.

Attack 990 Points



The main push of my force is my Crocodile's. At front armour 13 these guys can stand up to most AT in the game, and with flamethrowers they can burn out dug in guns or infantry on objectives. I love Crocodile's, people are scared of them and that is worth more than anything else they do. These guys will charge straight at the nearest objective and melt whatever is their when they arrive. Shrugging of a beating on the way.

The Crocodile's are followed by my infantry platoon. Their job is to assault, something Crocodile's can't do because they're flame tanks, anything left on the objective after the Crocs have been through. They're also useful if I have to go clear any minefields that I don't want blowing up my Crocs.

Also, the Bofors follow this attack. Not firing or doing anything, but just making sure everything in my attack is covered by their AA umbrella. Just in case. If your enemy has 1 plane he may be very unsure about using it early in the game within you're AA umbrella, once you get close to the enemy it's too late. They can shoot at ground targets if needed, but that's just an additional perk.

Leading this charge is the Carriers. I love Spearhead units. I will go over Spearheading in Missions another time, but it is so underrated. For 80 points the Carriers sometimes gain me 4", or sometimes gains me troops dug in on an objective out of my deployment zone, to always being within 16" of the enemy deployment zone before turn 1, to deploying down a flank against a Defend Battle Plan. Spearhead isn't key to a list, but I do feel the loss without it.

Then I have two units of 25 pdrs with two guns in each. Now some people will say that two guns in a unit is a waste and sometimes they can be right. If one gun dies I am taking morale checks. I take these guns for 3 reasons. They are cheap, two units, means two guns, on two objectives respectively, with 4 shots at AT 9 on side armour if assaulted and, most importantly, it gives me two smokescreens. I love smokescreens. If you want to clear a minefield you need two smokescreens, each gun unit gets one smokescreen per game. To clear a minefield takes two turns, one turn to move up to it, one turn to clear it with a movement order, so I need to keep my troops alive while they do this. If there are no mine fields, I have two smokescreens to shield my attacking forces as they advance to the objective, effectively neutralising those long range high AT guns that probably cost 200-300 points for two turns. At 1650 there shouldn't be ridiculous amounts of high AT and these guys keep my units safe.

Then the Planes. Because planes look cool, can reach out and touch anything on the board and people don't seem to think about AA in V4. My list lacks long range high AT as well, so my planes do that job for me.

Plan is pretty simple. Pick a point where they enemies defence is weak and drive this 990 points in like a scalpel, pick up an objective and hold for the win.

Defend 885 Points



First thing first. I couldn't get any more higher points than this. The sweet point would be two lists at exactly 990 points both Attack and Defend. But that is not the case here. But, I still feel this gives me enough tools to hold two objectives until my reserves arrive to counterattack or sweep round the back and nick the win, or just throw back the attackers.

My main defence plan is that each objective should have anti infantry and anti tank defence. I achieve this by having an infantry platoon dug in on or around the objective. The Defrocked Priest transports platoons with their 50 Cal AA MG's should be close enough, in cover, to add support if the infantry is assualted and vice versa. Two 25 pdr guns should be behind the infantry to be able to defensive fire if any tank teams decide to assault my infantry.

Add to this four 6 pdrs for a possible ambush and this starts to look like a defence than can deal with any assualts.

Enemy artillery can be a concern. My defencive plan is compact and a well placed artillery template on a repeat bombardment can destroy my well constructed defences. So i deal with these by dropping two templates from my 25 pdrs and another from my typhoons, to hopefully destroy the enemy artillery or at least pin them so they cant retaliate.

The Carriers are there to Spearhead onto objectives and give me deployment shenanigans. Once the battle starts they can do a few things. I have used them to harass approaching infantry with MG fire when the enemies infantry moves forward. By being a speed bump and slowing down or redirecting the enemy attack. Swinging around the flanks to harass enemy artillery or anti tank guns. Or even going after a poorly guarded objective because my enemy threw too much into the attack. Not bad for 80 points.

The Bofors slide in either were I feel I need an AA umbrella, I most likely cannot cover both objectives and the defending units with just 2 of them, or in a position I feel I can gun down some light tank teams or infantry in open ground.

The typhoons go after artillery. If that is non-existent or already dealt with, they move on to the biggest hardest threat my opponent has.

The Command Unit is just going to go down where I feel the enemy is going to attack hardest. 

So Far.... 1280 Points



So at this point I am happy I can attack and defend with 60% of my force and I have points spare to play with. Anything left I pick now will start the game in reserve, if the mission has reserves, so must be mobile. This is why my list doesn't include 17 pdrs, or more 6 pdrs, HMG teams, or heavy mortars, would be nice and add to my formation platoons for formaton last stand tests. But if I can't start them on the table they would be a waste, they just aren't going to come on the table and make an immediate impact from reserve. More infantry is a possibility and may be a future consideration, but I didn't go that way because i didn't have the models. So I did this.

The Full List 1650 Points



Yep, 6 Shermans. I'd liked to have given them 50 cal AA MGs and a Firefly or 2, but after filling my attack and defence plan I did not have the points. Them being Trained isn't ideal either. But, they are mobile, are good on the offence, and are coming on the table after we have both taken damage from the fighting, untouched and ready to rumble. Having the attack or defend strategy compromised for better, stronger shermans is not worth it.

Bringing It All Together


The strength of this list comes from the approach to the list building. Because I have planned from what the list has to do at 990 points in attack and defence, then moved up to 1650 points, I have focused on what units I need. Although there are better units and stronger choices I could choose, by list building this why I have a plan for attacking and defending and have maximised the units I have on the table to that aim.

Also, I walk up to the table and already know my reserves. No working out 60% on my phone then juggling units around, trying to tailor to what the enemy has. If i know what I am doing before the match and with what units, I am less likely to make mistakes. I know I will either attack in a small concentrated point, or defend and counter with my reserves. What my enemy fields is largely irrelevant at this point. That comes in to play at Turn 1.

No plan survives contact with the enemy. But that doesn't mean you should go in without a plan.

Try writing a list or three this way and see what you come up with.

BOBW - Jacko