Tuesday, 19 May 2015

House rules for 6mm Flames of War

So I and my friend have now play-tested Flames of War in 6mm scale and I think the rule set works quite well and the physical expansion of the battlefield provides games that are both visually appealing and tactically interesting. However, there are a few aspects of Flames of War Mission rules that I think may need some adjustment given a playing area that is approximately 1.7 times the size of a normal playing area.

Based on the learnings from the last three playtest games, here are a few house rules for the next round of 6mm Flames of War playtesting:

Distal Objectives
In all missions where each player places an objective in an objective zone, there will be a maximum distance between objectives:
  •             Encounter, Dust-up: 60cm
  •             No Retreat, Hold the Line, Pincer, Surrounded: 100cm
  •             Fighting Withdrawal, Hasty Attack: 110cm.
Note this rule does not change the maximum distance between objectives stated for the Free-For-All mission.
Rationale: The purpose behind this rule is to somewhat contain the main battle (hopefully not too much) and avoid situations where, for example, defensive forces are unable to cover all objectives simply due to units’ inability to cover the distance in the amount of time allowed.

Rushing in Reserves
Upon arrival from reserves, all mobile teams may make their initial move At the Double and still only count as moving for all purposes. Immobile teams may deploy 8cm in from their entry table edge.
Rationale: This rule is to ensure forces arriving from reserve are not prevented from playing a part in a battle by potentially much greater distances between entry points and the objectives.

Turns to End
In games where there is a turn limit, increased the limit stated in the mission rules by two. For example, where the mission rules refer to a battle ending ‘when the defender starts any of their turns from turn six with no attacking teams in the defender’s half of the table’ change this to ‘when the defender starts any of their turns from turn eight with no attacking teams in the defender’s half of the table.’
Rationale: This rule is to allow additional time for slower moving or more distant units to cover distance necessary to engage the enemy.

What’s this? New units coming off the production line in preparation for a new offensive?
12cm Granatenwerfers - excellent models I've newly acquired from Adler Miniatures. Other units nearby are GHQ heavy weapons teams, command and motorcycle sidecar.

The Bovington Tiger! (# 131) and an Opel Blitz (GHQ).
 

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