LW Team Event: Tanksgiving!

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LW Team Event: Tanksgiving!

Post  |marauder| on Tue Jul 19, 2016 10:14 am

Tanksgiving!
@ Tramp's Comics & Games
- October 22nd
- 1030am-1630
♠1,555 point Late War tank armies
•only 1 infantry & 1 artillery support platoon per player
♥Lists are not due until that day as teams are chosen that day (yes red & blue teams)


Last edited by |marauder| on Thu Oct 13, 2016 9:07 am; edited 1 time in total

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Re: LW Team Event: Tanksgiving!

Post  Kal on Tue Jul 19, 2016 10:23 am

Sean is in. For reals. should be fun.

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Tue Jul 19, 2016 10:26 am

Kal wrote:Sean is in. For reals. should be fun.
Sounds good!
We did it last year (and maybe the year before) and it's a lot of fun!
However - do I hold my breath? Razz

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Re: LW Team Event: Tanksgiving!

Post  Kal on Tue Jul 19, 2016 10:35 am

As long as you dont mine the fact i'm still a n00b i'm Definitely in this time, its entered into my calendar and i have no excuses. Ha this actually sounds like a fun fun fun event. Smashy Smashy tanks !

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Tue Jul 19, 2016 10:41 am

Kal wrote:As long as you dont mine the fact i'm still a n00b i'm Definitely in this time, its entered into my calendar and i have no excuses. Ha this actually sounds like a fun fun fun event. Smashy Smashy tanks !
Noobs are great! We all have to learn somewhere/sometime.
Wish we had all these things when I was getting into the game!

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Re: LW Team Event: Tanksgiving!

Post  Kal on Tue Jul 19, 2016 10:55 am

Ha kk, then im definitely in. Will make a list tonight... if i get around to it Wink

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Tue Jul 19, 2016 11:47 am

October is fine - wait...maybe better get on it tonight to put it all in your painting queue Razz

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Re: LW Team Event: Tanksgiving!

Post  Carson on Tue Jul 19, 2016 3:15 pm

Ill put this in my calendar!

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Tue Jul 19, 2016 3:57 pm

Excellent!

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Re: LW Team Event: Tanksgiving!

Post  LorSve on Tue Jul 19, 2016 5:41 pm

Any other limits on support. Like AT guns/ AA / recce/aircraft?

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Wed Jul 20, 2016 10:05 am

LorSve wrote:Any other limits on support. Like AT guns/ AA / recce/aircraft?
None

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Re: LW Team Event: Tanksgiving!

Post  nathanr on Wed Jul 20, 2016 11:57 am

I'm going to say I can make this.

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Wed Jul 20, 2016 1:15 pm

nathanr wrote:I'm going to say I can make this.
Excellent!

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Thu Oct 13, 2016 8:58 am

Tanksgiving:
RULES AND REGULATIONS
1. All players may only bring companies in which their combat platoons are rated as tank teams. A platoon must have at least half of the teams rated as tank teams.
2. Players may bring a company that cannot exceed 1555 points.
3. Each player may only bring one infantry and as many gun platoons allowed per company.
4. No player may have air power in any of their companies. Special Rules for air power are provided below.
5. Each side calculates how many total companies they have and compares that to the total number of enemy companies.
6. This scenario uses the Battlegroup Morale, Prepared Positions, Mobile Battle, Ambush and Tanksgiving Reserves(see below) special rules.
PREPARING FOR BATTLE
1. Decide on a start and ending time for the game. You will probably need half an hour plus an extra half an hour for every 1000 points on a side. Make sure you have an extra hour available after the end time so that you can finish both players' turns.
2. Mark out the center line on the table. This should run the length of the table. (check out Normandy Battles for alternative ways of setting up tables on page 105)
3. Total up the number of companies each side has. The side with the most companies is the attacker. If each side has the same number of companies then the side with the most German companies will be the attacking force.
4. Starting with the attackers, both players place an objective on the attackers' side of the center line at least 12” from the table edges and the center line.
5. Starting with the defenders, both players place an objective on the defenders' side of the center line at least 12” from the table edges and the center line.
6. Starting with the attackers, both sides place an objective within 6” of the center line.
7. Each defending player may hold one platoon in ambush. The player must announce which platoon is being held in ambush. All of the normal ambush rules apply with the following change: You may reveal your ambush in your own deployment zone as well as in No Man's Land.
8. The attacking side now has up to five minutes to plan their strategy and an additional 20 minutes to deploy their armies including Independent Teams, but excluding Reconnaissance Platoons.
9. The attackers are only allowed to deploy the same amount of companies that the defending players have. The remaining companies are held in Tanksgiving Reserve.
10. They may deploy anywhere on their side of the center line as long as they are more than 12” from the center line. All teams in a Combat Company must deploy within 32” of their Company Command team. The attackers may choose to keep any platoons they wish in Reserve.
11. Any platoons not completely deployed within 20 minutes must be held in Tanksgiving Reserve.
12. The defending side now deploys under the same conditions and restrictions, but must also deploy any Reconnaissance Platoons that are not held in Tanksgiving Reserve at this time. Each defending player may hold one platoon in ambush.
13. The attacking side now deploys any Reconnaissance Platoons that are not held in Tanksgiving Reserve.
14. Reconnaissance Platoons may deploy up to the center line as long as they are at least 16” from all enemy teams.
BEGINNING THE BATTLE
1. Both sides start the game in Prepared Positions, so their troops are in Foxholes and Gone to Ground.
2. The attacking side has the first turn.
ENDING THE BATTLE
1. The battle ends as soon as both sides have had the same number of turns and the agreed upon ending time has passed.
2. If the game has reached a critical moment and both sides want to see what happens next, give each side another turn or two to find out
DECIDING WHO WON
1. At the start of a side's turn when you normally check victory conditions that side gains one Victory Point for each objective that it holds. An objective yields a Victory Point to the side that has taken it every turn that they hold it.
2. It is a good idea to keep a running total of Victory Points scored as you play the game. At the start of each turn add up the Victory Points you score this turn, and add them to the running total. (poker chips are a good way to keep track)
3. A side starts the game holding all objectives in their deployment area. They hold any objectives that they have taken (even if all of their troops have since moved away) until the enemy takes it back or contests it by having troops that could take it within 4”.
4. For each tank platoon destroyed, your side will receive 1 Victory Point.
5. The side that has the most Victory Points at the end of the game wins.
TANKSGIVING RESERVE
At the start of each turn, beginning on turn one, each attacking player receives a number of dice equal to the turn number. So on turn one each attacking player receives one die, turn two, two dice and so on. The dice are not cumulative from turn to turn. You only have a number of dice equal to the turn number. The defending players do not generate dice.
Each player must determine one of three actions they will perform with their dice before any dice are allocated:
1. Roll the dice for reserves (if they have reserves)
2. Roll the dice to call in air support (regardless if they have reserves or not).
Option 1: Each player that intends to roll for reserves must declare how many dice they will roll choosing from the dice they acquired this turn and any dice already in their sides dice pool. Roll the dice and any 5+ results awards the player with a platoon to bring in from reserves. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.
Option 2: Each player that has declared their intention to roll for air support must have miniatures to represent the proper aircraft. Each player must announce how many dice they will roll choosing from the dice they acquired this turn and any dice already in their sides dice pool. Roll the dice and any 5+ results awards the player with one air-ground attack just like the normal rules. Roll to determine how many planes and resolve the air attack using the normal rules. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.
Option 2: Each player that has declared their intention to roll for air support must have miniatures to represent the proper aircraft. Each player must announce how many dice they will roll choosing from the dice they acquired this turn and any dice already in their sides dice pool. Roll the dice and any 5+ results awards the player with one air-ground attack just like the normal rules. Roll to determine how many planes and resolve the air attack using the normal rules. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.
The Defending side only acquires dice when the Attacking side uses dice for reserve rolls or air attacks. All the dice they acquire goes into a dice pool and during the Start of Turn phase, the defending players may utilize the dice pool for reserve rolls and air attacks. Each defending player may announce one action (reserve roll or air attack) and must declare how many dice they intend to roll. Normal rules apply to reserve rolls and air attack rolls and if the defending players use the dice for reserves or air attacks then all of those dice are given back to the attacking side. The defending players may choose not to use the dice in which case the dice are kept in the defending players dice pool until they choose to use them.
You may not use dice to call in fighter interception.
At the start of any turn, once all reserves are on the table then for the rest of the game whenever the defending side rolls any
dice for air support they are not passed to the attacking side rather they are removed from the game.


Last edited by |marauder| on Thu Oct 20, 2016 9:19 am; edited 1 time in total

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Re: LW Team Event: Tanksgiving!

Post  squalie on Fri Oct 14, 2016 12:05 pm

Sorry lance, a bunch of us are in Edmonton that weekend. (All the FoW players)

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Fri Oct 14, 2016 1:25 pm

squalie wrote:Sorry lance, a bunch of us are in Edmonton that weekend. (All the FoW players)
Shiddy - well, have a good time in Edmonton!
Will be there in November myself - are you going then too?

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Mon Oct 31, 2016 1:07 pm

Tanksgiving
October 22nd, 2016
By Lance Mathew

Another successful mega game known as Tanksgiving, very similar to Total War, for Flames of War transpired at Tramp’s Comics and Games on October 22nd, 2016. This event was entitled Tanksgiving. As you may have guessed it the forces brought must be at their core a tank company. This was the second annual Tansgiving for the Flames of War Regina Rifles. We had such a good time mixing red (Axis) and blue (Allied) versus blue and red last year that we decided to it again this year. This year Alex, Brody, Doug, and Jason made up one team while Matt, Michael, and myself made up the opposing team.

Last year the Big Cats dominated the field destroying everything in sight. This year there was only a single JagTiger list, brought by Brody, and another that had a mix of mark IVs and mark Vs (aka Panthers), brought by Jason, and a mix of Tiger 1Ps Elephants, brought by Michael, and the rest were almost all medium tanks lists. The most dangerous medium list I thought was Alex’s Pershings, Easy 8’s, and Jumbos. However, I had underestimated Doug’s Chafee list which zipped across the board and seemed to lead a charmed life. I firmly expected Matt’s S.A.R (South Albertan Regiment) to dominate but facing four players he was stopped cold. And, for my list – it was the exact opposite I had brought mostly EW (early war) tanks to a LW (late war) fight; now, that being I had brought enough artillery to give me a devastating bombardment template of AT5 2+ Firepower.

Outnumbered Matt, Michael, and myself were the defenders facing a hard charging force. Brody was their team captain and he pushed his troops hard, mayhap a little too hard for a fun game. But, in the end they dominated the game killing more platoons and getting more objectives than we did. At one point in the game it was 22 to 14! Hard to argue with results and everyone had a good time. Michael was able to delay their horde coming down the middle with his interlocking 40” fields of fire but the lack of AA was our downfall as their planes steaked in slowly knocking out our tanks one by one. My large template eventually had to be split up to cover all the avenues of approach and became very ineffective.

What can I say it was a good day! We had two new players – Alex and his dad Jason meet up with our group and play out a fun game. We gave out some prize support that Matthew our Battlefront rep had sent us. And Doug also got to finally play in his mega game.

Of course we also handed out Flames of War Regina Rifles business cards and let a bunch of onlookers/spectators know about the game – always a win win! And, if you are reading this and interested in a demo let me know by e-mailing cigamnogard@sasktel.net or by showing up at Tramp’s Comics and Games when we do a demo like we do the first Wednesday night of every month! Hope to see you there!




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Re: LW Team Event: Tanksgiving!

Post  squalie on Mon Oct 31, 2016 6:06 pm

Glad you had fun, I really wanted to be at that event. Keep pushing the mid - late war!! Wink

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Re: LW Team Event: Tanksgiving!

Post  |marauder| on Tue Nov 01, 2016 9:08 am

Only so many events in a year:
~Next tournament is in Edmonton (LW)
~Next tournament here is EW -> not too hard to do a list as a Soviet player
~Next event here is a 'Nam event! Should come check out the action!


But, here is the planned events (so far) for 2017:

Demo: Team Yankee (WWIII)
♠ January 4th @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 80 point World War III armies will be provided by the Flames of War Regina Rifles

Demonstration Team Game - Stalingrad (MWWII)
♠ January 7th @ 10:30am
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1500 Mid War point World War II  per player
Total War Stalingrad Game  
 Multi Part Team Game:  
 Large Cauldron Table    
- Any Axis lists from Eastern Front Book except Finns
- no restrictions on Soviet lists from Eastern Front Book
 Secondary Tables (attempting to link up/relieve Cauldron)  
- German mechanized & tank lists only from Eastern Front Book  
- no restrictions on Soviet lists from Eastern Front Book

Demo: Great War (WWI)
♠ February 1st @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

Tournament: February Fate (LWWII)
♠ February 25th @ 9am - 1700
$5.00 entry fee
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1625 Late War point World War II armies  - please e-mail list no later than February 11th (cigamnogard@sasktel.net)


Demo: EWWII (Early World War II)
♠ March 1st @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

Demo: MWWII (Mid World War II)
♠ April 5th @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

Demonstration Team Game - Vimy Ridge (WWI)
♠ April 8th @ 10am - 16:30
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1900 Great War points per player
100th Anniversary of Vimy Ridge[/color]

Demo: LWWII (Late World War II)
♠ May 3rd @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

Demo: 'Nam/Tour of Duty (Vietnam)
♠ June 7th @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

Demo: AIW (Arab-Israeli Wars)
♠ July 5th @ 1815 (615pm) - 2015 (815pm)
• Tramp's Comics & Games (1828 Scarth Street)
♥ 1,000 point World War I armies will be provided by the Flames of War Regina Rifles

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Re: LW Team Event: Tanksgiving!

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