In the back of the V2 Flames of War rulebook is a very handy synopsis of the game’s core rules. This guide was a fantastic way for players to get to grips with the basics of the game’s rules, and to look up particulars while playing. Recently Battlefront has posted a link on their site to the Flames of War Quick Reference Guide for V3! I’ve been checking this out, and while the changes are subtle, I can see how they will drastically affect how the game is played in the future. Here are a few of the items which jumped out at me:
- Wheeled vehicle movement is increased in most cases. Armored cars are no longer wildly inferior to their tracked counterparts. Jeeps and motorcycles move 16″ standard. Wheeled vehicles now move 12″ over open ground, and faster on roads! I believe that agile, but delicate armored car forces may now appear in games more often. This certainly gives me incentive to field my 11th Hussars force for Mid War some day.
- Smoke ammo is more effective for those guns and vehicles which get it. A smoke shot must be fired first, drops two smoke markers, and blinds teams more effectively than before.
- Recce vehicles, and Gone to Ground gun teams (man packed only?) receive a 3+ save. This is a clear effort to create some parity for these teams with other elements in the game. This will probably help make them more common on the table-top.
- When firing artillery with a large amount of guns, the firer can often choose between re-rolling misses, or getting a larger template. This scales up to the massive devastating bombardments that rocket launchers are fond of doing. What was once a British national rule is now a general tactic. I love it!
- There are a ton of changes in the assault phase. Defensive fire needs to be planned more carefully thanks to the 8″ bubble rule.
- Getting one or two teams into contact doesn’t allow the entire platoon (or company – people who have faced off against Strelkovy know what I am talking about) to advance. Only teams within 8″ can now try to contribute to an assault. I have heard that units with ‘quality of quantity’ have this region extended to 12″.
- Gun teams have circumstances where they can attack tank teams in an assault.
- Those very same gun teams are likely to be lost if their side has to fall back during an assault.
- Aggressive teams from the winning side can force enemy teams back thanks to a 2″ push back zone that is applied to the teams which fell back. This will be handy to force platoons off objectives, or out of advantageous terrain.
- Tank Terror is now actually called Tank Terror.
- AA fire now has 8″ extra range when shooting at aircraft.
- Airplanes don’t need to roll to range in if their targets are more than 2″ away from woods or buildings. I love this rule. It is very effective at representation, and while I am bummed out that it may be easier for Typhoons, and P-40s to knock out my panzers, it will be historically accurate when I hide them in the woods for the first several turns of the game.
The above certainly aren’t all the changes, and many of which have details and caveats that I am missing without reading the actual rulebook. Based on these changes I am pretty excited about V3. I think its going to be a good ruleset.
If you find any misinterpretations in the above post, my bad! I am writing this giddily after an initial perusal of the new quick reference guide.