A couple of weeks ago, I was lucky enough
to get a game in against a reader of this blog by the name of Dave who
contacted me after the first post. I normally don’t get weekday games in, so I
was very happy to have someone who lived locally be willing to come over after
work and play some Flames of War. I got crushed. Mauled. Stomped. Whipped.
Annihilated. I mean, this was likely my worst loss in Flames of War. It was
that bad. I also learned a ton during the game. It really made me think about
how I, as a player, view my development as a player and what losses can teach
us.
Losing is tough. I’m not talking about the
exceptionally close, “one die can make a difference” 4-3 game that is tense
throughout. I’m talking about tabletop massacres where one side so thoroughly
dominates the other that it’s almost sad. No one likes to see their army get
wiped off the table, and during the game the feeling of helplessness as nothing
works can make for a very frustrating experience. Sometimes the dice undermine
a beautiful plan, and sometimes a beautiful plan really is a dog. In the worst
of cases, terrible dice work together with your dog of a plan to create a truly
god awful situation.
It is easy to write off a loss like that as
a fluke or bad dice and try to suppress the memory of it. However, I think
there can be a lot to be learned by reflecting and trying to figure out why the
disaster happened. Flames of War has very few match-ups that are so stacked
against one side as to make the game a foregone conclusion. If the game was one
of those, fine, but for the vast majority of games there are areas where
learning can happen.
If it was bad dice, why were those
particular rolls that felt so damning so important. Did every shot miss because they were easy
and bad dice come in, or were you trying to hit on 6’s with every shot? Was
that missed stormtrooper so nasty because you were hanging your troops out to
dry and hoping to pass the skill check? Should your CiC have been in a better
position to grant a re-roll, or did you waste him giving a failed platoon
morale re-roll for a unit that really didn’t matter? I find that dice will go
back and forth, and some games you’ll just have to be extremely redundant with
your shooting and careful with your exposure.
In the game, I was relying on low
percentage shots and trained stormtroop roll to protect my boys. My opponent
was saving his guns for high percentage shots. For example, his battery of 4
25pdrs were usually in a great position to direct fire at my Panzer IVs. However,
I would be taking 2+ (AT9 vs. long range armor 7) saves. On one turn where he
could have fired, he went to ground instead to protect his assets. His guns
survived and were able to do damage to me later when they were in a higher
percentage situation (New Zealand Time-on-target with the mike target re-roll
is crazy good). This made me think about how I view aggressiveness in the game.
I came from playing a lot of 40k, where firing is almost always better than
not. There are few drawbacks to attacking and few benefits to hunkering down.
Flames of War is not like that. The +1 difficulty to hit for gone to ground
(assuming concealed) is huge, and the gun save rule makes it exceptionally
important. A gun team gone to ground is a tough target to take out, more so
when dug in. I really learned a lot about when to fire and when not to, and
that I shouldn’t always blaze away hoping for kills.
Time on Target with Mike Target (at cheap UK arty prices) with AOP is insane. Lots of respect for NZ arty. |
Having a general plan is extremely
important. In my game against Dave, I didn’t have a plan. Random deployment
created my plan for me, but once the toys were down I didn’t have much to work
with. I wasn’t sure if I was trying to set up assaults, or if I would try to
whittle him down. My artillery didn’t have an idea of what to take care of first,
or if it would serve as smoke support. Basically, I tried to wing it and it
blew up in my face.
While each bad game will have its own
reasons, the key is to take advantage of situations like this to really examine
your game. A win will often teach you nothing, but make sure that all games are
reflected upon. The grand, high risk move that works against all odds and wins
you the game is relatively useless to reflect on in the long run. If it works
once in ten tries, your chance of recreating that glory as a standard tactic will
likely result in failure. Instead, focus on the worst performances as the
things that will build you game. Fix mistakes, fix lists and understand why you
did poorly. When that happens, you’ll play a leaner, better game and hopefully
suffer few 1-6 (or, god forbid, 0-7) losses.
I have found that writing up after action reports of your games really helps you understand where you have been going wrong.
ReplyDeleteOK, from time to time there will be that game where you take the right options but then the dice just laugh at you but in the main if you make the right choices you will do OK.