Skip to main content

FoW AAR 13: Canadians vs Desert Rats

(Above) Overview of the map. The Royal Canadian Artillery decided to park behind the huge hill, and my Priests deploy behind the small forest. First of many Huge MistakesTM is made here. My Priests have shorter range than his guns, so he can hit me with impunity.

As evidenced here, wih my Shermans who are trying to rectify Huge MistakeTM #2, don't leave an objective open to a sherman rush with nothing to contest, thinking reserves come in turn 1 (Turn 3 really) and that you can pick where they come in (Scattered Reserves) and that your RAF and Arty can demolish them since if they move on the double, they get hit twice( They don't) READ THE MISSION PROPERLY NEXT TIME haha

My shermans from the above pic actually survived long enough to get into the Canadian Artillery park and harass. However, Huge MistakeTM #3: Don't stay in trucks if you don't have to, as the survivors of this arty barrage fled the field, forcing me into compay morale checks

Huge MistakeTM #4 and weird situation: Turn hull mounted MGs to face potential assaults!!

Video Rules question:

And lastly, the full Video AAR vs Drew's Canuckleheads..speaking of, check out Drew's excellent shots of this game on his FoW blog, Covering Fire:


  1. Drunken Gamers are now following:


Post a Comment

Popular posts from this blog

Friday Night Fights & Project Ultra for WWPD

This week on the virtual battlefield, it was an all Infantry affair as I continued to test Rob's Canadians for the upcoming 2013 Historicon tournament. We rolled up 'No Retreat' as the mission. Seeing as we both field foot footsoldier lists, we had to roll over who would attack. I came up with the higher number after Rob rolled a big fat 1. After choosing which end he would defend, we began deployment and objective placements. Enjoy the video of the game and I happened to take some pics as well covering most of the action.

Looking at the board layout, Rob chose the best side from which to defend. No matter which way I wanted to approach from, there were going to be a lot of slow moving anti-tank guns and bog checks moving 4" at a time in order to get range on those dug in Canadians. I have to say after being bombarded nearly every turn, rocket batteries are the way to go for maximum effect on target.

I had a hard time breaking through all the terrain to get my guns go…

A forum?!

Who ever said imitation is the highest for of flattery? I guess I just did. So, I thought it was time we started our own forum, accessible by the public, to talk all things TableTop Tactician. Lists reviews, events/news, anything people want to chat about - so have at it!

So hope on over the to the Forum table and introduce yourself and get posting!

VERSION 4 Flames Test Game 1 DAK vs Desert Rats

"What do you say, old boy, shall we go kick the Jerries out of Africa?" Monty

Using the WWPD rules compilation, and stats and such from the preview copy of the rulebook that stores have, plus some from the latest WGI, we apply our Team Yankee prowess to run a Test game of Version 4.  TO make equivalent lists, I used V3 points for both (1340pts) and the DAK force comes out at 82 pts using V4 points.  Video with our opinions at bottom of article.   Lets see the lists: