Starting at 09.00 until 19.30

Take control of huge formations of troops as either one of the Axis or the Allies.

This will be the re-fight of Arnhem, can you make it where Frostie failed?

Back by popular demand.

Starting at 09.00 until 19.30

Take control of huge formations of troops as either one of the Axis or the Allies. This will be the re-fight of Arnhem, can you make it where Frostie failed?
Back by popular demand.

Play testing the Flames of War proved to be a breeze, we made some amendments along the way. We decided that the aircraft needed a little something, so we decided that when a flight arrived from the Germans, we rolled to intercept as normal.

Let's get outta here, Schnell!

Here is an example of two French Fighters turning up to engage two German aircraft.

(You’ll notice from the photos that there are German fighters in the ground attack, this was some poetic licence on our part, they all performed as if they were Stukas for the ground attack, it just gaveus an excellent opportunity to mix the two for the pictures!)

Spitfires covering the advance ofthe British Armour.

Here is an example of two Spitfires patrolling after shooting down a lone Stuka flight.

If there was an interception this was then rolled as if it was a flight attacking, so the aircraft dice were rolled, the result being one to three interception aircraft.

French Interception

Two French fighters look to intercept a German Flight on ground attack.

The Allied player then rolled to hit using the skill of the air support, then a fire power test to finally destroy an enemy plane. So two planes arrive, two dice for the allies needing a 4+. Any hits were then converted to kills on a successful fire power test.

This reduced the number of German planes attempting the bombing run.

Preparing for the assault

German Gepanzerte troops move into a French village.

We also looked at Morale, one of the challenges for a game running for over two days is the fact that units may literally disappear when they are sufficiently damaged. This was diluted somewhat with a rule offering that any unit requiring a morale test would test as normal.

Panzer Division moving out to the assault.

German Panzer division counterattacking.

If there was a failure, the unit would double away in rout from the enemy causing the test.

Vickers Mk VI

Mk Vi Vickers scouting ahead.

As this is doubling, all rules for doubling would apply. Senior commands to the unit routing could then rally the unit in the morale phase of the turn in which they had routed, routs being conducted immediately and rallies being in the following “start” step. If the unit rallied infantry would then go to “pinned”, armour would go to “Bailed out”.

Moving into position

German infantry attached to 7th Panzer division moving into position.

More to come!

I have just got back from the Wargames Holiday Centres play test for our WWII collection. We have a weekend for France 1940 coming up in June and needed to get to grips with our spin on the Flames of War rules. In order for us to have these work over a weekend playing one of our huge battles, I needed to play test things. So we set up a fictional part of the battlefield, devised army lists for the French, British and Germans and let fly.

German infantry taking cover to support bailed out PZ IV

German infantry supporting, bailed out Panzer IV.

The results were exceptionally good, I admit we have tweaked the rules a little to allow us to maintain playability with some huge forces, failure of morale did not see units disappear. It did however see them doubling back toward their own lines.

British Infantry in cover.

British Infantry in cover.

We allowed rallying if a superior command from their formation was within range as well. This mean’t that units could fall back and have some possibility of staying on the table, albeit at half strength.

French infantry advancing.

French infantry advancing into the fray.

It’s been a long weekend though, so more on this in the week!

Matildas and Mk VI

Matilda Seniors with a burnt out MK VI