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FOW PRIMER: Movin’ On Up (Part I)

3 Minute Read
May 31 2010
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DNiR here with the second-ever installment of FoW Primer, this time focusing on the Movement Step!  I hope you enjoyed the Primer on the Starting Step and will do my best to incorporate your feedback going forward.

The Movement Step is the most important part of a Flames of War turn.  It may seem like the game is decided by shooting or assault, but in fact what you do in the movement step plays a vital role in determining whether you even are permitted to shoot or assault.  As such it’s tough to cover in one Primer – this is merely the first part of two.

Plan, Plan, and Plan Again

In Flames of War, the Movement Step has quite a simple sequence.  Pick a platoon, move its teams, pick another platoon and repeat as necessary.  However, if this is the extent of your methodology, you are cruisin’ for a bruisin’!  Before you move ANY teams in the Movement step you should have an idea of where ALL your teams are going to go.  This plan may last a single turn or even part of a single turn (things change), but always have the plan.  If you practice thinking of your movement as a company-wide activity and not a per-platoon activity you will combine arms better in the long run.

Why Move?

In Flames of War you need a reason to move.  This is because the game system builds in advantages for stationary teams.  Most teams shoot more or more accurately while stationary, and concealed teams (including all infantry) can gain defensive benefits if they don’t move or shoot.  So, before you move a platoon, think of why you’re doing it.  Are you trying to get to the objective? Do you want to assault something more than 4″ away? Do you want to move into weapons range of something currently out of range?  If you can’t think of a great reason, be patient.

Where To?

Selecting a route to an objective is very important for infantry and tanks (arguably more important for infantry).  Infantry want to move through concealing and bulletproof terrain whereever possible, whereas tanks want to stay out of bog checks but stay concealed (or just plain out of sight, as AT weapons generally have longer ranges than antipersonnel types) from the enemy.  Never forget that in Flames of War you can measure any distance at any time!  If one possible route to the objective has your assault infantry spending a turn in the open (say an 8″ gap between terrain pieces) and another is longer but is concealed all the way (say a 4″ gap), you know what to do.  It only takes one turn for a good ambush to tear the heart out of an assault.

Also remember that because of the lack of opportunity fire in FoW it’s perfectly practical to double your vehicles straight at enemy forces as long as they can end up behind some buildings or other LOS blockers at the end of their move (usually very possible).  This is a great way (some would say the only good way) to advance mechanized infantry.

Don’t Compromise
Because of the fact that a team can give away the rest of its platoon’s position, it’s generally not good to move some teams through cover and other teams outside it.  If you can’t totally conceal your platoon, you may as well move in the way that’s most expedient for your plans rather than trying to protect only some teams.

Movement For Shooters
Moving into position to fire is nice, because you’re getting in the first licks.  However, in a World War 2 setting, he who shoots from the halt shoots the best.  So, it’s important to make sure your hunter unit doesn’t become the hunted!  I see this a lot and it’s often disastrous.  When moving to fire at the enemy, try to have in mind how many you can reasonably expect to destroy before the enemy fires back.  With that in mind, don’t put yourself in LOS of any more than that!  This ensures that any you don’t kill will have to move in order to hit you.  Smoke bombardments can be used when terrain is not compliant – and by that same token, when moving units forward to fire at range, disperse them so a single smoke template can’t cover your whole unit, either – two can play that game!

In Part 2: Tricks with Command, Digging In, Moving For Assaulters, and Moving In Transports!  If you have any additional tips or requests for topics, please do post ’em!

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