Showing posts with label Beginners. Show all posts
Showing posts with label Beginners. Show all posts

Wednesday, 28 August 2013

Tournament Etiquette and Sportsmanship

 Having recently ventured back into the tournament scene after mostly playing amongst ourselves for the year so far, as a group we have noticed a few “quirks” in the way the wargames in general are played. Thus, we offer the following observations on gaming etiquette, particularly at tournaments where you are often playing unfamiliar opponents:



It's "grumpy old(ish) men" time! We're not nearly as grumpy as this post sounds. It's just sometimes a good old rant is more entertaining to read and write :-)


 1.  Dice rolling, specifically the physical act of dice rolling. Massive kinetic energy does not enhance your odds of getting the required number! Much time can be wasted retrieving dice from the far end of the room. There is no +1 bonus for added height on your dice roll/throw/launch. If you throw dice into terrain that frequently results in cocked dice, continuing to throw dice into the same terrain will continue to result in cocked dice. A die is cocked if another die will not sit on top of it, with out falling off. Do not throw dice into piles of other dice, its then difficult to see which dice you threw and what the resulting number was, as the dice all bounce about from the impact. Just shake up the required number of dice in your hands, and then drop or gently roll them onto a flat, open area of the table. Easy.



If you really just can't keep the dice under control, then for everyone's safety maybe you need these? Knitted dice! Perfect for winter.


2.  Dice rolling, specifically the declaring of. Do not start rolling dice without declaring what you are rolling for, what number you need, and how you arrived at that required number if need be, eg: “rolling to unpin my artillery, needing a four” or “three main gun shots at your Panthers, they’re Veterans so that’s 4’s, long range 5”. Remember that you need to declare the targets for all shooting teams in a platoon before any dice are rolled. If you just start rolling dice in front of yourself, scooping them up and claiming success without your opponent having any idea what you are doing, do not be surprised if you are asked what you are doing. Full disclosure at all times is a good rule. Likewise, pay attention when your opponent is declaring. Don’t claim you didn’t know what was happening if you weren’t focused on the game.

3.  Declare your force at the start of the game. This entails a quick run down of what is in your force, any special rules or characters you may have, any proxy models you are using and anything else your opponent may need to know. This doesn't need to be your life story, just a heads up on any relevant points. Having done this does not relieve you of all obligations to be sporting on these points during the game. Don’t expect your opponent to gain an instant knowledge of the ins and outs of your force. Answer their questions, correct any mistakes, eg:  if you have mixed skill levels in your force, point out if your opponent is shooting at Trained troops as though they were Veterans (i.e. he thinks he needs a 4 when all he actually needs is a 3, not correcting this, is poor sportsmanship indeed). Declaring dice rolling (and listening to your opponents) helps to avoid errors like this impacting a game. When deploying, and throughout the game, be clear about where platoons start and end. Remember too, it is your responsibility to know when your platoons need to take morale checks and to take them at the required time, it is not up to your opponent to request that you take them.



Never a truer word! So don't try and hide them or use confusing proxies please.


4.  Declare intentions. This means be clear about what you are doing. If you are fully inside a wooded area, state that you are moving to be fully inside the area. Most of the time you will be able to show this with no problems, but it will save you being caught out if a base gets bumped later and a corner is poking out of the wood. It also reduces the need for tedious micro measuring where you have ample movement ability to execute what you want to do. Declare lines of sight and concealment, eg: if you move a tank forward behind some cover, state whether you can see an enemy team or not. You may assume there isn’t a line of sight to a particular target, so you don’t shoot at it. It’s not good to find out in your opponents turn that you can suddenly see each other. You may have shot, or not moved there at all.

5.  Discuss terrain at the start of the game. Make it fair. A good general guideline is “keep it simple”. Terrain should obviously have an impact on the game, but you should be fighting the enemy first and foremost, not the terrain. Be really clear about what constitutes area terrain, concealment etc and then stick to it. Different groups play these things different ways, so long you are both playing the same interpretations it often doesn’t really matter.

6.  Rules disputes – play the ball, not the man. For anyone unfamiliar with the sporting metaphor, take this to mean stick to the issue in question. If you can’t resolve a rule issue quickly and to mutual satisfaction, look it up in the rule book. Don’t try and force your view on your opponent without backing it up. Nobody likes a bully. Don’t try and brow beat someone into your point of view, and then back off saying “ok, we’ll play it your way because I’m such a nice guy” when you realise you don’t have a leg to stand on. If you’re wrong, admit it. Stick to the issue, reach for the rule book. If in doubt, dice for it and move on. Simmering tensions will quickly lead to more issues if anyone feels they are “owed a break”. Similarly, don’t question someone’s integrity or call them a cheat without being able to back it up. You may know they cheated, but you won’t achieve anything positive without being able to prove it. Conversely, just because you forgot something or didn’t ask about something you were unsure of, or had a genuine miscommunication, does not make the other player a cheat. An error on your part does not constitute cheating. Deliberate, contrived cheating is extremely rare, and most issues can be sorted in a gentlemanly fashion, so don’t be too quick to start name calling. There would be few sadder sights than grown men having fisticuffs over a game of toy soldiers! Plus, you never know who’s secretly a ninja-trained killing machine when they’re not painting little tanks…



Don't be this guy.

7.  Some real basics, but you’d be surprised (or not) at some of the things we’ve seen. “Elastic tape measures” are one of these things. Also measuring movement, then taking away the tape measure and moving the model past the allowable distance. If you’ve forgotten to do something in a particular step and moved on to the next step, either suck it up and remember next time, or ask your opponent if they mind you acting out of sequence. Do not just start moving models around after shooting, or deploy a “forgotten” platoon half way through the game without asking first. 99% of the time it will be OK, and you should always try and correct these errors in a way that doesn’t adversely impact your opponent. After all, it was your mistake. I once had an opponent start making some “forgotten” movement in my turn, after I’d moved some of my platoons! He didn’t even ask, just did it brazenly. I was not impressed.  

8.  Take it like a man! Don’t deliberately play slow for a time out win. If a game times out and robs you of victory but your opponent was playing at a good pace then don’t take it out on them. Likewise, don’t blame your opponent for slow play if you spent half the game wandering off around the room. If it’s not going your way, don’t sulk. Always try and play as positively as possible. You’ll have more fun and gain more respect, and probably get better results too. 

 Whew! Quite a rant indeed! Please note that these observations are gained from years of our own experience, the experiences of others, and just general pet peeves. They are not aimed at anyone in particular, but hopefully set a standard for all of us. In my own experience, the vast majority of gamers play to enjoy the game and that will always shine through. At times things can get tense, but communication is the key. It’s all war stories in the end.

 Cheers,


 Paul and Scott.


Sunday, 24 February 2013

The fairer sex...

My continuing run of losses in this game has caused a little angst on homefront, due to me usually being somewhat sulky or moody afterwards.

This led to my significant other offering such comments as, "its just a game, whats so difficult about it?".
To which my replies were something to the effect of, "Well if you don't think its so hard why don't you try it and see how well you do?"
 To which I got the response "Is that a challenge?"
"Sure why not" said I...
"I do have two degrees you know? If I put my mind to something , I can do it!"
"Fine bring it on..."

So Saturday night resulted in an impromptu game of Flames of War, between me and the Mrs.

The game ended up being a full on family affair initially, as young daughter became my dice roller, and young son becme the wifes dice roller... though this state of affairs didn't last too long once the gameplay grabbed my wife and she wanted to roll her own dice... the kids drifted off to watch movies...

Therefore I present what went down...

Just to make it easy for my wife, Tracey, to get to grips with the game, I set up a 1100pt tank game, and Free for All mission.

Forces were picked from the recent Market Garden release. This would give us each an HQ and 2 combat platoons.

I set the terrain up as a generic western front theatre, with a main road crossing the board, farmstead either side and woods dotted round the periphery.

Tracey took a Guards Armoured, XXX Corp Sherman tank force:
HQ - 2 x Sherman V plus additional Sherman V
1 combat platoon - 2 x Sherman V + 2 x Firefly
1 combat platoon - 3 x Sherman V + 1 Firefly

I took a Schwere PanzerjaegerAbteilung
HQ - 2 x Jagdpanther
1 combat platoon - 1 x Jagdpanther
1 x combat platoon - 4 x StuG G

We rolled the dice and Tracey won that as the attacker and placed her objectives, one in centre of my area and other to my right flank.
I responded spreading mine apart to each of her flanks...

Then we deployed our troops in alternating fashion, as per mission...


Tracey ready for the off after having spent the afternoon perusing rulebook and army lists.
Deployment...

Tracey's deployment, her right flank... 2 HQ tanks in centre area

... and left flank, including one HQ tank

I put one Jagdpanther covering my right flank...

2iC on central objective...

...and StuGs backed up by CiC on my left...
My plan was to snipe any tanks approaching the objectives, whilst I pushed the StuGs and CO round the left...

First Turn...

Tracey advances Shermans to edge of wood with firefly ready to shoot anything that may come round the flank of woods

On her left flank the Shermans advance through the woods is met with an introduction to the bogging test, resulting in two 1's !
In my turn I saw chance to knock out a firefly, so moved up the StuGs for a round of fire...

StuGs ready to nail firefly...

While the CO takes aim on the Brit CO. Tracey hadn't spotted this long range diagonal shot across board and hadn't moved the CO

My right flank tank, moves to cover of wood line for a shot on approaching Shermans, then plans to stormtrooper back out of the way.. The shot misses, and I fail stormtrooper!

The StuGs only manage one bail on the firefly! (daughters dice rolling, grr!), but do manage their stormtrooper to get out of harms way...

British CO is bailed by the jagdpanther Co's shot...( he remained this way for next 4 turns!)

Tracey motivates to get back in the firefly and advances on the StuGs

She also presses forward towards the exposed flank Jagdpanther...

2iC decides to join the action and bogs trying to move out of the wood...

Shermans and firefly fire, 3 shots total; 3 hits - 2 kills one bail. (Son's dice rolling, grr!) StuGs fail morale and are gone! Leaving German CO exposed! I am now down to 3 tanks vs 11 !

The German CO moves up to cover of burning wrecks to fire back... and misses

2iC in centre drifts over to try and help Right flank...

Firefly stays where it is as 2 shermans go for the German CO's flank...Firing only bails him, but he failed to remount next turn...

Large cat stopped play!

Having survived the attentions of the Shermans on my right,  I had dropped back behind wood. Tracey moves up round the other side of wood. Now begins the game of cat and mouse...

One bogged tank passes a skill test on Tracey's left to move out of the wood, then hits the same tree root and bogs again! Last HQ tank is staying on objective, just in case...

The German CO fails to remount

Sherman's advance properly onto German CO's flank this time...

... but he survives their attention.

Meanwhile, Shermans and jagdpanther on flank continue their cat and mouse game...

Jagdpanther moves out for a shot on firefly, and misses, and stormtroopers back. Centre 2ic has failed to hit anything either...

Amazingly German CO survives, remounts and reverses away from firefly  and flanking Shermans, round wood, fires back and kills one Sherman.

Tracey follows up with firefly, whilst other tank goes to hide in woods on right, and 2iC unbogs and moves out of wood behind German CO.


The cat and mouse game ends on German right flank as Firefly and another Shermans get either side of jagdpanther trying to hold objective. The inevitable happens.

And the German CO gets bailed

Last gasp desperation... German CO remounts and heads over for a single long range shot at Shermans on objective and 2iC moves from its centre position to try the same. Both shots miss. Game to Tracey!
Tracey quite stoked, suggested a break for a cup of tea and 15 mins re-think, then "let's play it again" she says. Quite amazed I said OK. "We are after all trying to help you play the game better", she says...

So what did I learn here? Perhaps I was too bold with the StuGs, and leaving only one tank on each objective was not going to be enough to hold back the Sherman tide. Once the StuGs got blown away in one turn I was on a hiding to nothing...

So we played exactly the same game again, only this time I won roll for first turn...

Tracey stoked after first game win, deploys again.

Surveys her left flank and ponders her tactics

This time I deploy defensively with a plan to sit on objectives, and just fire at whatever approaches. Stugs on right flank...

...jagdpanthers in centre.

StuGs advance through woods to edge of treeline to fire...

And blast the firefly!

Tracey decides to move round other side of woods to engage StuGs... but fails to do any damage

Right flank Shermans move through centre to cover of small wood avoiding LOS from Jagdpanthers

StuGs fire blasts another firefly, and bails the CO.

Jagpanther fire knocks out another tank, and platoon fails morale, leaving a bailed CO and an HQ Sherman behind the wood.

Firefly at top sneaks to edge of wood for a shot at jagdpanthers but misses, and 2iC tank moves up behind farmhouse, trying to get over to help deteriorating left flank.

Return Jagdpanther fire kills the last firefly

CO and HQ Sherman move round wood away from jadgpanthers and bail a StuG

StuGs return fire killing HQ tank and bailing CO

CO remounts and 2iC arrives behind wood

StuG is bailed again

Remaining Shermans realise they can't do anything to jagdpanthers and try to relocate to hurt StuGs

2iC and CO trying to hit Stugs

return fire kills 2iC tank and bails CO

Jagdpanther decides now is time to make a break for the exposed objective...

So Sherman platoon is forced to head back to cover that.

In doing so get caught in crossfire from StuGs and Jagpanthers getting 2 bailed.

Brit CO destroyed

Another Sherman dies

Jagpanther gets on objective and can't be hurt by Sherman from front

Shermans move up to contest objective

StuGs break cover for other objective but two bog leaving woods

"You're mine" says jagdpanther but only bails them!

They both remount, move to flank and blow away jagdpanther!

But nothing can stop StuGs claiming other objective!
Game to Scott, yipee!

So again lessons learned; in this situation a defensive playing style better suits the Germans, and forces the enemy to come to me. It could have turned into a long range duel, with who could roll a 6 to hit, and with the Shermans Semi-Indirect fire tipping the balance, but early hits from the Germans with some lucky rolls, followed by Gun Tank rule successful rolls saw the fireflys go down quickly. After that Tracey was on the back foot, with no way to get to a flank on the German tanks... She continued gamely, but it was just a matter of time.

So two great games, which she thoroughly enjoyed and wants to play more! Having read the army lists again she has discovered she can add air support, and wants to try that in our next game , so I need to get that typhoon finished off!

She also wants to watch my games with the guys to learn from these experiences and wants to try her hand playing against them too! Whatever is the world coming too! ;-)