Post by jeremy3play on Oct 19, 2008 17:29:08 GMT -5
On Sunday Nov. 23rd we'll be holding a Flames of War mega tank battle. Doors open at 10am with the start time being 1030am. There is no fee to play. Please use valid list from any of the mid-war books...no pdf. lists please. If you have any questions/comments, please leave them here as I'll check the post daily. Hope to see you all there!
Tanksgiving - Rules and Regulations
1. All players may only bring companies in which their combat platoons are rated as tank teams.
2. All players may bring as many companies as they want as long as they adhere to the multiple companies rules on
pages 119 and 183 of the main rulebook.
3. Each player may only bring one infantry platoon per company.
4. No player may have air power in any of their companies. Special Rules for air power are provided below.
5. Each player must calculate their individual points and combine them with all their allied players to achieve the
armies overall points.
6. This scenario uses the Mobile Battle, Ambush and Reserves special rules.
Set-up:
1. This game is a modified version of Free-For-All and this scenario uses the same deployment zones as a Free-For-
All mission located on page 202 of the main rulebook.
2. The side which has fewer overall points chooses one of the long table edges to defend from. The other side attacks
from the opposite table edge.
3. Starting with the attacking side they must place one objective in their own deployment zone for every six feet of
table length that is being used. The defending side must now do the same. Now the attacking side must place one
objective in No Man's Land for every six feet of table length. The defending side does the same. Finally, the
attacking side places one objective in their opponents deployment zone for every six feet of table length. The
defender side does the same. The objectives in the deployment zones may not be within 8” of any table edge and
the objectives in No Man's Land may not be within 8” of any line that separates the deployment zones from No
Man's Land.
4. Each attacking player may place up to half of their platoons in reserve and then all remaining platoons must be set
up no further than 12” from their table edge. The defending players must now place all of their platoons on the
table no further than 12” from the table edge but they may hold one platoon in Ambush for every 500 point
increment difference (rounding up) between the defenders overall points and the attackers overall points.
5. The attacking players now deploy all of their independent teams and then the defender places all of their
independent teams.
6. Starting with the attackers, both sides make Reconnaissance Deployment moves for any Recce Platoons they have
on the table.
7. The attacking players have first turn.
Accumulating Victory Points:
At the end of every game turn both sides accumulate Victory Points based on the number of objectives their side controls.
All Victory Points are cumulative from turn to turn. Rules for controlling objectives and contesting objectives can be
located on page 195 of the main rulebook. Controlling an objective in your own deployment zone is worth 1 Victory Point
per turn while controlling objectives located in the No Man's Land are worth two Victory Points per turn and finally
controlling objectives in your opponents deployment zone are worth three Victory Points per turn.
Ending the Game
The Game Ends when one of following conditions occurs:
1. A side starts their turn in control of all the objectives in their opponents deployment zone.
2. Time Limit is called by the game organizer.
3. A sides motivation is broken (see below).
4. Once one side accumulates a set number of Victory Points determined by game organizer. 10 points per player per
side will make for a good game. For example, if the Axis Side has 6 players and the Allied Side has 7 players the
game could end when one side accumulates 60 or 70 Victory Points.
Motivation: A player's company is removed from the game once his company has failed a company motivation check. A
player with multiple companies is removed from the game once that player has lost two or more companies. The game ends
if one side has at least half of its players removed from the game.
Air Support:
Each side may use Victory Points to purchase air support throughout the game. At the start of their turn the
players must announce that they are using Victory Points to purchase air support . Beginning with the side whose turn it is
they must declare how many victory points they are using. The opposing side then declares how many points they will be
using in order to attempt intercept missions. The players may purchase more than one air support attack or intercept
mission but no air support attack may be placed within 48” of another attack. Each air support purchased must be assigned
to a player and that player may only choose the air support available to his company.
2 Victory Point = 3 dice
4 Victory Points = 5 dice
6 Victory Points = 7 dice
The normal air support rules apply for rolling the dice to determine if planes arrive as well as intercept missions.
Deciding Who Won
1. If one side is controlling all the objectives in their opponents deployment zone at the start of their turn then that
side is declared the victor.
2. All the other conditions for ending the battle use the total number of Victory Points per side to determine which
side has won the day.
Tanksgiving - Rules and Regulations
1. All players may only bring companies in which their combat platoons are rated as tank teams.
2. All players may bring as many companies as they want as long as they adhere to the multiple companies rules on
pages 119 and 183 of the main rulebook.
3. Each player may only bring one infantry platoon per company.
4. No player may have air power in any of their companies. Special Rules for air power are provided below.
5. Each player must calculate their individual points and combine them with all their allied players to achieve the
armies overall points.
6. This scenario uses the Mobile Battle, Ambush and Reserves special rules.
Set-up:
1. This game is a modified version of Free-For-All and this scenario uses the same deployment zones as a Free-For-
All mission located on page 202 of the main rulebook.
2. The side which has fewer overall points chooses one of the long table edges to defend from. The other side attacks
from the opposite table edge.
3. Starting with the attacking side they must place one objective in their own deployment zone for every six feet of
table length that is being used. The defending side must now do the same. Now the attacking side must place one
objective in No Man's Land for every six feet of table length. The defending side does the same. Finally, the
attacking side places one objective in their opponents deployment zone for every six feet of table length. The
defender side does the same. The objectives in the deployment zones may not be within 8” of any table edge and
the objectives in No Man's Land may not be within 8” of any line that separates the deployment zones from No
Man's Land.
4. Each attacking player may place up to half of their platoons in reserve and then all remaining platoons must be set
up no further than 12” from their table edge. The defending players must now place all of their platoons on the
table no further than 12” from the table edge but they may hold one platoon in Ambush for every 500 point
increment difference (rounding up) between the defenders overall points and the attackers overall points.
5. The attacking players now deploy all of their independent teams and then the defender places all of their
independent teams.
6. Starting with the attackers, both sides make Reconnaissance Deployment moves for any Recce Platoons they have
on the table.
7. The attacking players have first turn.
Accumulating Victory Points:
At the end of every game turn both sides accumulate Victory Points based on the number of objectives their side controls.
All Victory Points are cumulative from turn to turn. Rules for controlling objectives and contesting objectives can be
located on page 195 of the main rulebook. Controlling an objective in your own deployment zone is worth 1 Victory Point
per turn while controlling objectives located in the No Man's Land are worth two Victory Points per turn and finally
controlling objectives in your opponents deployment zone are worth three Victory Points per turn.
Ending the Game
The Game Ends when one of following conditions occurs:
1. A side starts their turn in control of all the objectives in their opponents deployment zone.
2. Time Limit is called by the game organizer.
3. A sides motivation is broken (see below).
4. Once one side accumulates a set number of Victory Points determined by game organizer. 10 points per player per
side will make for a good game. For example, if the Axis Side has 6 players and the Allied Side has 7 players the
game could end when one side accumulates 60 or 70 Victory Points.
Motivation: A player's company is removed from the game once his company has failed a company motivation check. A
player with multiple companies is removed from the game once that player has lost two or more companies. The game ends
if one side has at least half of its players removed from the game.
Air Support:
Each side may use Victory Points to purchase air support throughout the game. At the start of their turn the
players must announce that they are using Victory Points to purchase air support . Beginning with the side whose turn it is
they must declare how many victory points they are using. The opposing side then declares how many points they will be
using in order to attempt intercept missions. The players may purchase more than one air support attack or intercept
mission but no air support attack may be placed within 48” of another attack. Each air support purchased must be assigned
to a player and that player may only choose the air support available to his company.
2 Victory Point = 3 dice
4 Victory Points = 5 dice
6 Victory Points = 7 dice
The normal air support rules apply for rolling the dice to determine if planes arrive as well as intercept missions.
Deciding Who Won
1. If one side is controlling all the objectives in their opponents deployment zone at the start of their turn then that
side is declared the victor.
2. All the other conditions for ending the battle use the total number of Victory Points per side to determine which
side has won the day.