I had intended to do a build review of the Battlefront Hind, but there are lots of reviews and how tos out there so there's not really any point. To summarise my impressions of the kit, the model on the whole is pretty good. It goes together nicely, looks like a Hind, and is pretty impressive on the table. The join between the two fuselage halves follows the canopy framing rather than just running straight through the middle of the front windows, which shows someone put some thought into how it goes together. It hints at the characteristic twist in the Hind's fuselage without actually capturing it - undecided about this but it is probably a good decision for a game piece in this scale.
I was worried about the main rotors breaking, given their 170mm diameter, but there have been no problems so far. The blades come in three pieces, with a nicely detailed hub and three blades cast as one large piece, and two individual blades to attach and make up the five. Poly cement has done a good job of welding the blades together, but I used superglue for the mast as I didn't want to risk softening it. So far everything is holding together nicely.
As far as problems go, the tail rotor appears to have been cast backwards: on the original it rotates clockwise, but on the BF model it is set up for rotation in the opposite direction.
One of the red star decals delaminated slightly as I applied it - not a tear as the transfer was still intact, but part of the red printing seemed to come off. I was able to push it back into the right place with a brush and don't expect any further problems with them now the model is vanished.
The decals for the tail boom have misspelt the warning "ONACHO" as "ONAOHO", and the decal for the starboard side has the lettering reversed. I have ended up painting them on by hand.
On the table, they are large beasts. It is difficult maintaining a 6" command distance without the visual distraction of having rotors overlapping. If I were to expand to a unit of four, I would vary the height of the flight stands for variety, with the added bonus being that they will be able to maintain command distance without looking ridiculous. In theory it would be possible to put a couple in line abreast and up to 16" apart, however while they would be In Command, there are a number of rules that have a 6" range, looking particularly at Good Spirits, Movement Orders and Replacing Leaders, so these won't apply even though you are In Command. I note that the equivalent rules in V4 refer to teams being In Command, rather than within 6", so would expect TY to be updated to match at some point. For the meantime, I'm happy with my two, and I'm looking forward to hunting more Abrams with them in the near future.
Friday, March 31, 2017
Monday, March 27, 2017
Club Day - Team Yankee and V4-MW
On Saturday I was at the club for the first time this year, having arranged with Chris to give Team Yankee a go. Having agreed on 55pt lists, I turned up with 11 T-72s and two Hinds, while Chris had six M1A1s and two Cobras, very nicely painted for Desert Storm.
We rolled for a mission, coming up with Counterattack. When I deployed my first platoon as the defender, we laughed and immediately switched to Dust Up instead. The issue was the distance between the two deployment zones, placing us 8" apart at the start of turn one, and that kind of standup short range slugfest was not what we wanted from the game.
With each of us setting up with just a platoon on the table, Chris did everything right: taking up concealed positions and getting off the first shot. He was let down by some awful dice that left two tanks dead on each side - no big problem for the Soviets but catastrophic for the Americans. They passed their Formation Last Stand, and second platoon of Abrams came on from reserve. The same thing occurred: the Americans took up good positions and fired first, but couldn't survive poor dice.
We ignored a failed formation last stand for the Americans and played on in order to get the helicopters onto the table and give them a run. The Cobras tried a few times to shoot down the Hinds with their Miniguns, but fell short on 5+ Firepower tests. With the second T-72 company arriving from reserve, it was only a matter of time before the last two M1A1s succumbed to weight of firepower.
The game was over in less than an hour, so we reset for a No Retreat with the Soviets attacking. Chris swapped one M1A1 for a pair of F16s. With the Americans having just three M1A1s available until their reserves arrived, I pressed forward, set up a gunline with one company along the ridge in the middle, and swung the second company around to the right and towards the front objective.
With each of us setting up with just a platoon on the table, Chris did everything right: taking up concealed positions and getting off the first shot. He was let down by some awful dice that left two tanks dead on each side - no big problem for the Soviets but catastrophic for the Americans. They passed their Formation Last Stand, and second platoon of Abrams came on from reserve. The same thing occurred: the Americans took up good positions and fired first, but couldn't survive poor dice.
The game was over in less than an hour, so we reset for a No Retreat with the Soviets attacking. Chris swapped one M1A1 for a pair of F16s. With the Americans having just three M1A1s available until their reserves arrived, I pressed forward, set up a gunline with one company along the ridge in the middle, and swung the second company around to the right and towards the front objective.
Chris got his Cobras on as reserves, and once again they tangled with the Hinds to no effect. I lost two T-72s from the centre company, but the remaining three plus the Hinds killed one Abrams, putting the platoon into poor spirits. The survivor stuck around, but the Hinds switched target and Spiralled the company commander, leading to an auto-fail of American formation morale on the start of their turn three due to having no units in Good Spirits on the table.
Once again we played on, and the game turned quicker than I believed possible. The survivor from the first M1A1 platoon was able to move into a position to contest the objective, the second M1A1 platoon came on from reserve, and the F16s decided to arrive two turns in a row. By the end of that second turn of air support, all of my tanks had been destroyed.
Once again we played on, and the game turned quicker than I believed possible. The survivor from the first M1A1 platoon was able to move into a position to contest the objective, the second M1A1 platoon came on from reserve, and the F16s decided to arrive two turns in a row. By the end of that second turn of air support, all of my tanks had been destroyed.
Reflecting on the games, the Americans struggled with the fragility of their two-tank platoons and their vulnerability to a single bad dice roll. The gameplay was fast and brutal, and it looked good. Apart from our issues with the Counterattack mission, there weren't any moments where we thought "this doesn't feel right". However, we believe it would play better with more space for manoeuvre, and to this end, we have agreed that our next game will be 75pts on an 8x6. The arrival of the American jets was a game-changer, and my future Soviet builds will have to include a decent amount of AAA. My plan at the moment is to extend the T-72 companies from five to six tanks each, keep the Hinds and add pairs of Shilkas and Gophers, and a BMP-2 scout platoon. It could feel sparse in a table that big, but that's more a function of the lists we are using, given the number of T-55s or Leopard 1s that could fit into 75pts.
With two games finished before lunch, I grabbed my 8th Army and Afrika Korps armies, and we ran through a game of FOW V4. Sorting through the collection, we came to 77pts each with the British having a formation each of Crusaders and Grants, plus a platoon of Humbers totalling 24 vehicles, facing off against a 14 vehicle mix of Panzer IIs, IIIs, IVs, and SdKfz 222s. Under V3 these forces would have totalled 1515pts and 1365pts respectively. I took the Germans, and we set up for Encounter.
Chris ran the British force exceptionally well. Cribbing an extra 8" headstart for his first Crusader platoon using Spearhead (which I had previously dismissed as all but useless), he hit my five-strong Panzer III platoon with five Grants to the front, coordinated with what seemed like a never-ending stream of Crusaders using their pace to turn into my flank. My positioning was never quite right, and I lost too many shots trying to fix it with failed Blitz Move orders. The Panzer IVs finally came in from reserve on turn five but by then it was too late, and by the end of the next turn I was overrun.
The game played well. It went quickly and produced no weird results. 75pts on a 6x4 felt reasonable - it could maybe do to be slightly fewer points but I certainly wouldn't want to go any higher, given the number of tanks the British can field.
I was left thinking that for this particular match-up the German list needed a platoon of PaK38s, either in the Formation Support slot or as part of a small Afrika Rifle Company. Crusaders are going to struggle to take an objective held by three PaK38s, creating a problem for the British: the Crusaders need to get into the flanks of the Panzers in order to do any damage, but won't be able to without being drawn onto the PaK38s, which they are going to struggle to kill. It's clear that while the rules have been streamlined, and the first release of lists brutally pared back to their most basic core, the mid-war game still poses interesting challenges.
All in all, it was an excellent day of gaming. My next immediate project is finishing my LW British armour for a game with McZermof, hopefully in a month's time.
With two games finished before lunch, I grabbed my 8th Army and Afrika Korps armies, and we ran through a game of FOW V4. Sorting through the collection, we came to 77pts each with the British having a formation each of Crusaders and Grants, plus a platoon of Humbers totalling 24 vehicles, facing off against a 14 vehicle mix of Panzer IIs, IIIs, IVs, and SdKfz 222s. Under V3 these forces would have totalled 1515pts and 1365pts respectively. I took the Germans, and we set up for Encounter.
Chris ran the British force exceptionally well. Cribbing an extra 8" headstart for his first Crusader platoon using Spearhead (which I had previously dismissed as all but useless), he hit my five-strong Panzer III platoon with five Grants to the front, coordinated with what seemed like a never-ending stream of Crusaders using their pace to turn into my flank. My positioning was never quite right, and I lost too many shots trying to fix it with failed Blitz Move orders. The Panzer IVs finally came in from reserve on turn five but by then it was too late, and by the end of the next turn I was overrun.
The game played well. It went quickly and produced no weird results. 75pts on a 6x4 felt reasonable - it could maybe do to be slightly fewer points but I certainly wouldn't want to go any higher, given the number of tanks the British can field.
I was left thinking that for this particular match-up the German list needed a platoon of PaK38s, either in the Formation Support slot or as part of a small Afrika Rifle Company. Crusaders are going to struggle to take an objective held by three PaK38s, creating a problem for the British: the Crusaders need to get into the flanks of the Panzers in order to do any damage, but won't be able to without being drawn onto the PaK38s, which they are going to struggle to kill. It's clear that while the rules have been streamlined, and the first release of lists brutally pared back to their most basic core, the mid-war game still poses interesting challenges.
All in all, it was an excellent day of gaming. My next immediate project is finishing my LW British armour for a game with McZermof, hopefully in a month's time.
Monday, March 13, 2017
FOW V4-EW/LW - First Impressions
My copy of the Flames of War V4 EW/LW rules arrived on Friday, and while we haven't put it on the table yet, my general first impression is favourable. Here are a few observations from reading it through, many of which are good things.
- You have greater freedom than ever to operate out of command, but it has the potential to go horribly wrong once you start getting shot at. If you split a platoon you are probably asking to lose it.
- While the consequences of failure are less significant than they used to be, tanks are much less likely to be able to successfully move through difficult going. Assaulting into woods on a 3+ cross check is going to be a very different proposition to doing it under the old 2+ bogging check.
- Weapons platoons are more important now than they have been since Support/Combat platoon ratios were removed in V2. Since Support platoons don't contribute towards Formation Last Stand, stacking a list with divisional support is going to make it fragile. It's going to take a bit of gametime to work out what impact this will have on Early War tank lists at the 1000pt level usually played here, as (with the exception of the Germans) they generally don't have any Weapons platoons available to them.
- Another potential impact on small games: I usually run pairs of anti-tank guns, but this doesn't seem sensible under V4 as the platoon will be testing as soon as one is lost.
- Mortars are going to become more popular due to their low price, increase in FP, and being Weapons Platoons. This is despite losing their reroll on the first attempt to range in. Nebelwerfers have lost their primary advantage of not suffering a To Hit penalty for failing to range in on their first attempt.
- Significant changes to the rules for flamethrowers to bring them into line with normal shooting. They now have a normal roll to hit rather than skill checks to hit. The addition of Breakthrough Gun to their statline means that teams hit by flamethrowers now get rerolled successful saves instead of being automatically destroyed. Balancing this, they no longer appear to be single use weapons, and there is no longer a restriction on movement prior to shooting.
- Curious that going to ground does not improve survivability against artillery. The only difference between being caught moving in the open, and being dug in, concealed and gone to ground, is the Firepower roll. Combined with rerolling made saves under repeat bombardments, it looks like a deliberate attempt to make infantry easier to dig out, and is a big change from the previous philosophy of artillery being largely ineffective against entrenched infantry.
- I note that Spearhead doesn't stack like it does in TY: the move cannot be made if the Spearhead unit is placed outside of its normal deployment area using the Spearhead rule. The rule as a whole is very restrictive, and in most missions it is either not able to be used due to the layout of deployment and objective areas, or is only useful for cribbing a few extra inches of deployment area. Reconnaissance doesn't seem to be as important in this game as it was in previous editions.
- Struggling to get my head around the logic of the air support rules. Your flight has a number of planes that is determined by the level of air support you purchased, but the number of planes has no impact on the effectiveness of the air strike. The only benefit of a more expensive level of air support appears to be that it may last a bit longer in the face of anti-aircraft fire.
- Staying with the topic of air support, Typhoon rockets used to have AT 6 FP 3+, which has now been mapped to AT 3 FP 3+. This feels a bit light given their reputation, and is probably not at a level where I'd feel the need to bring Wirbelwinds to the table.
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