Showing posts with label being good at things. Show all posts
Showing posts with label being good at things. Show all posts

SinSynn Supplemental: FoW Tournaments and Tactics...not necessarily together...

Hey, folks, SinSynn here.

So, having survived my first two FoW Tournaments, I return to you filled with deep thoughts and much wisdom....
Or, maybe not so much...heh.
;)

For starters, I'd like to give a shout-out to the Cellar Dwellers, a fine bunch of gentlemen who apparently roll into rival clubs wearing cool matching shirts, flashing gangs signs....and then leave with all the prizes...

Then they kindly invite you to their club, and do the same darn thing...

I kid, of course.
A good time was had at both events, and following a lil' humbling at the first tourney (I went 1 win, 2 losses), I managed to tighten up my game a bit at the next one, and I went 2 and 1.


Big ups to my opponents- Dan, Paul and Kim at event one, and Mike, Andrew and Steve at event two.
...I still have nightmares about Kim's Russian tank horde, and Mike's 'Bazillion Brazillians,' but whatevs...great games against great opponents, every one.

Big news has transpired in the FoW community, of late.
3rd Edition is here!
WOOT!

I have high hopes that Battlefront is polishing up some of the missions, such as Cauldron and Breakout.
You know what?
I actually have confidence that they'll do exactly that, and other cool stuffs as well.
Everything I've seen Battlefront do so far has led me to...believe in them.
Whoa...how scary is that?
Friggin' GW has given me 'battered wife' syndrome....
-_-

Alrighty then...I thought I would try something new, and talk tactics for a minute.

*Shush, you...it won't be that bad*


One of the big rules the Axis forces have is 'Stormtrooper,' which basically allows units to move four inches during the Assault Step (the turn sequence in FoW is pretty much the same as in 40k- movement, shooting, assaults).

This allows a Panzer Platoon (or whatever) to pop out of cover, shoot at something, and duck back in.
Alternately, you can use it to get where you're going, without risking the penalties for 'Double Timing.'

Axis players have to roll a Skill Test for it (3 up for Veterans, meaning you'll fail 1/3rd of the time).

Let me show you what happens when you fail a Stormtrooper roll:

*Stupid Dice Gods I HATE YOU!*


I've told you guys I have like, the worst luck ever, right?
Sigh...waddayagonnado?
:P
I've failed Stormtrooper rolls that have cost me games.
Relying on it is a bad idea (see example, above).
You lose platoons that way.

In casual play, I could care less about losing platoons.
The Ultimate Rival and I generally eschew strategy altogether, and just throw stuffs at each other until I lose, or shoot his stuff up until there's no more of it.
:)

However, losing platoons in the FoW tournament system is a big deal.
You need to use 'tactics,' apparently.
Not only are the use of these so-called 'tactics' required, they're actually liable to determine the outcome of the game!
Pffft! Go figure....I tried to use the old 'my opponent stole the Initiative' excuse to cover a bad loss, and no one was buyin' it...

After the first tournament, I thought to meself, 'Meself, you can do better than this.'
Fortunately for me, all of my opponents were super helpful to this noob, and they gave me some advice.
I resolved to build a better mousetrap.

I went to the second tournament with what I thought was a much improved list, and what I thought was a inkling of how to use it...and promptly got curb stomped in game one.
Sigh...

I soldiered on, however (ha!), and won the rest of my games that day.

My history of losing didn't start at the first Tournament, though- I was on a fierce losing streak prior to the event, and something had to give...

The first step was admitting to myself that I will fail Stormtrooper rolls religiously.
At the most inopportune times, too.
Heck, I'll fail them when it doesn't even matter...but ESPECIALLY then.
Religiously.

*Sorry, Hans...I couldn't roll a three...cuz the stupid Dice Gods think it's funny*


Once I admitted that to myself, I need to re-examine my force...a Panzer Korps is a bad idea for a guy who fails Stormtrooper rolls, right?
Yes it was...I was losing platoons like crazy.
Tanks just weren't for me- plenty of other people make German tank lists work, obviously...just not me.
*shrug*
I needed to give something else a shot.

SinSynn Obvious Tactic Number One: Run an Army that fits your play style...even if your play style can accurately be described as 'epic dice fail.'
The Ultimate Rival can be considered 'Suicidally Aggressive,' so his Armored list fits him perfectly.


So I started building Infantry lists, and I took an early, untested Grenadier build to event one.
Going 1 and 2 may not sound so good- but I considered it a triumph.
I had anticipated a sound thrashing, but I actually pulled out a win!
Color me surprised, and a tiny bit encouraged...even if it was more luck than management. Heh.
I took a liking to my lil' troopies, but it was obvious the list needed a makeover.

SinSynn Obvious Tactic Number Two: Try not to 'fine tune' your list by losing Tournament games, if you can.
If you can't, well...your opponent won't mind, but you may have a 'what was I thinking' moment.


I learned a bunch of lessons the hard way as a direct result of not heeding Tactic Number Two...

A) Build your list to fit the game.
Many missions in Flames of War have Reserves, and it's important to plan for that.
Since half of your platoons will be 'holding down the fort' until the other half arrives, it's important that they be capable of doing that.
Well, duh, right?

B) Units in FoW are toast if they're not supporting one another.
The mightiest of tanks can be swarmed by a bunch of fools with a Molotov Cocktail.
Artillery batteries can be flanked by a handful of scout cars and pew-pewed to death.
It's horrible when these things happen....to Axis players.

C) Best to have a plan.
In game one of event two, I ended up Attacking on a mission I had built an elaborate scheme of defense for, in my tiny mind.
I knew this could happen...I just really didn't want it to...
Of course it did, and I was stupified.
Sigh...

SinSynn Obvious Tactic Number Three: To avoid embarrassing feminine odor- THINK!
From 'bringing the right tools for the job,' to 'playing the objectives,' a lot of painful mistakes can be avoided by taking a moment to 'think things through.'
Most of it is simple logic...

*I DEFY YOU, LOGIC!*


Flames of War is a very deceiving game, in that the most unglamorous unit can become the biggest hero with alarming frequency.
Yeah, Stewarts are da cutest lil' tankie tanks ever...right up until they double-time across the table and gun you down before you can dig in.
Grrrr....

That insignificant infantry stand can be carrying a friggin' bazooka, wiseguy...or a MG with RoF 6.
Don't fool yerself- lil' unassuming units can be a friggin' menace.

SinSynn Obvious Tactic Number Four: In a game where American tank destroyers can spring outta ambush off of their scout car ('Seek, Strike, Destroy' special rule in their doctrine), it's best to never discount anybody.

...Stupid lil' jeep thingy...I hate you and yer M10 friends...Nyah.
:P

*If you see one of these jump outta some bushes...well, it's already too late. Sorry*


So I think that's enough tactics for now...the lil' Hamster that lives in my head is tired from spinning on his wheel...

Now if only I can remember all this 'tactics' stuff in the upcoming year.
The Ultimate Rival and I are looking to attend as many events as we can, and man, we're crazy psyched there will actually be a bunch we'll be able to get to if we choose!
Bless those tireless TO's, and bless the Battlefront Forums for really helpin' these things get organized!

My Tigers gonna be rollin.'

They gonna be hatin.'
:D

I'll leave you with one serious FoW tactical tip:

When buying gun teams like Pak40's, buy three guns instead of four.
Here's why:
The command team puts the 'stand count' for the platoon at four and five, respectively.

With four stands (three guns and a command team), if you lose three stands, you'll have to take a moral check, since that's what happens if you lose 'more than half' of the platoon, right?

Therefore, it's a good idea to deploy two of the guns forward, and one gun and the command team out of LoS (and artillery template range) from anyone that can eyeball the front two guns.

Command Range for Veteran gun teams is six inches. You can use the command team (an infantry squad with a 3+ save) to stretch out the platoon, hopefully putting that third gun (with it's 5+ save) out of harms way.

If you keep the third gun and the command team safe- no morale check when those exposed guns go down shooting.

A four gun platoon means you can't use this tactic, making that fourth gun useless, or a risky proposition.
Buy three instead. Play smart, and preserve the platoon.

Surround them with some infantry to protect them from assaults (the guns can shoot over the infantry, if the infantry themselves did not move or shoot that turn).
Put the guns in concealment, dig everybody in, go to ground and wait.No one can touch the guns unless they're really close, or until you fire and lose GtG (assuming 4's to hit vets, 5's for concealed, 6's for GtG and 7's for long range-whoops, only the Dice Gods can roll 7's...but we all know they cheat like cowboys in country-western songs).

Once you shoot it'll be 6's to hit you (vets with concealment and long range) until the enemy gets within 12 inches, so make sure those guns have a good firing lane, and let 'em have it at distance.
Properly deployed and supported, they'll do a bunch of damage, or at least be a big pain in the butt.

*The appropriate sound effect is 'skidoosh,' I believe...followed by screams of 'help me I'm burning!'*


Gun teams are tricky to use. This is the best tactic I've found so far to make use of their deadly, but static, abilities.

You could buy the four gun team, put all the guns up front, and keep your Company Commander nearby, for morale check re-rolls, I suppose.
But since gun teams will see enemy attention early and often if there's anything with tracks and/or wheels, I don't recommend it.
It could be bad if you roll an ill-timed 'snake eyes.'
I don't recommend Ambushing with gun teams, either, since they can't Stormtrooper away if they shoot.
I prefer my Tigers for that.
My grenadier list for the second tournament had three of 'em, as well as a three gun Pak platoon and four Brummbars.
Tee-hee.
:)

*When this bad boy jumps out of the bushes, it's a wrap*

The 'more than half (rounding up)' mechanic in FoW is an important consideration in everything from building army lists to unit tactics.
Use it to your advantage, don't get cocky and risk moral breaks unnecessarily.

It's horrible when these things happen....to Axis players:D

Until next time folks- Have a very Xenos day!
And keep those Platoons alive!

-SinSynn

User Content Wednesday - Learning to Love Losing

The King Elessar was one of the first bloggers I started following on a regular basis once I figured out that forumitis was a communicable disease.  He probably also had a psychic hand in my subconscious when it came time to pick an army that would take me two years to paint.  As useful as his Eldar specific advice was to me, I was always a bigger fan of his general gaming philosophy.  This little bit on losing is one of the treasured and rare rants on the internet with a focus and actually makes a point. 

TKE is currently in posting hibernation, but hopefully some renewed interest in Mindwar FTW will get him to at least forage for berries more often.  


Notes:  I've added pictures to liven things up. Oh, and because he'll mention it, Kirby posted this once as well.

In order to be a Competitive Player of this game, this is a skill you require.
In order to be a non-Competitive player of this game, this is a skill you require.
In order, basically, to not be a dickhead - this is a skill you require.

No-one LIKES losing, in of itself, of course.  It's ingrained in our genes - feeling like a failure isn't something any of us set out with the ambition to do, and it hurts.

However, losing is simply the best way to learn.  If you steamroll all your opponents with your list, then find better opponents, or tweak your list slightly.  Maybe they are intimidated by your army/reputation? Swap armies.  Mix it up.  Hell, buy a new army, whatever.

If you never find yourself taxed in games then you will not only never improve, you will probably stagnate and get worse.  When a player eventually DOES come along who is better than you (and it will happen eventually, unless you quit first) you will be the one getting rolled...and you will almost certainly be a bad loser from your lack of familiarity with it.




Often in my articles, I have a thought and segue off into a tangent loosely connected to something I just said.  I'm trying to cut down on that rambling a bit, but this must be said - a LOT of Comp-based environments stem from this sort of thing.  People who think they are awesome get a harsh slap of reality in the face, and react in the wrong way.

If you lose, the first thing you must look to blame isn't the dice, isn't the system, isn't the opponent, isn't their 'cheesy' army, the weather, the alignment of the stars, or even your horror over the worst song ever [thanks a LOT Rebecca Black, I will never get those 3 minutes back...]

Blame YOURSELF.

And then, be a fucking adult, and deal with it.

Sure, any or all of those could be factors in your defeat.

However, the list one is also YOUR fault, not theirs.  If someone takes a more competitive list than you, and you don't think that is 'fair' somehow, then you should have revised your expectations at the outset of the game.  Even if, in your arrogance, you didn't bother to read their list before the game began, you should have THOUGHT at Deployment.

If it's a friendly game, no-one is forcing you to play if you KNOW your list isn't able to compete, and you can't stand losing.  In a Tournament game? Man the fuck up, dicksack.  If you're playing a sub-par list in a Tourny, then you shouldn't expect to win every game.  I'm not slabbering, but Stelek of YTTH, more than most players, likes to say he's very good at the game - but does he then take a sub-par list to Tournies to further prove his leetness?  No, he fucking does not. [Note - Stelek VERY clearly IS a very good player. No drama here!]

Ahem.

There are a number of excellent articles on places in my BlogRoll about managing your expectations before the game, so I'm not going into that in any detail - but it IS vital.  Know what you want from a game before it starts, and ASK YOUR OPPONENT what they want if unsure.

If you want a tight, hard-fought, challenging Competitive game, then go for it.  That's what I enjoy.  Sure, everyone likes to table the guy who always moves too far and is 'hazy' on rules, years into the Edition - but that's a very temporary pleasure, that mostly comes after, not during, the game.

If you want to tell a tale of derring-do and gallantry and stuff...play WFB.  :p
Nah, but if you want an Epic Story of a game, make that clear, and be aware it requires BOTH players deliberately sacrificing tactical ability in the name of 'fun' - something that is entirely subjective, and can still be readily ruined by the dice.  If you want an EPIC FIGHT between Logan and Draigo, but can only reach to charge that Halberd-armed GK between you and DRAAAAAAIIIIIIIGGGOOOOOOOOO, then get splatted by the Force Weapon? Suck it up.  Yes, it ruins the spectacle, but don't be a dick by saying so.


Does that cover it?

Are we clear?

If you don't want to play Competitively, it is your choice, and you should learn to expect losses against those who do, and should roll with them.  It IS just a game after all, as Srs Bsnus as Warhams is, you have to go with it, and not be That Guy...or you create a system that punishes players who have a different mentality, group together with like-minded individuals, and enforce this way of playing on half a continent.  Who's the bad guy again?

If you DO want to play Competitively, then relish losses more than wins.  People judge you on how well you take losses, especially when they know you were aiming for a competitive battle - and it doesn't matter if you got trashed.  In fact, if you thought you had a decent list, and got trashed by an inferior list, then you SHOULD take yourself off for 10-15 mins after the game.  Have a coffee, smoke, beer, whatevs.  Have a bun or cookie, treat yourself.

While you're off chilling, get a pen and paper, or a dictaphone if you're snazzy like that, and record EVERY single thing you think you did wrong.  After that, find your opponent, and ask for their opinion on what you could have done better.  Compare these notes, either with them, or later if your pride prevents this (get over it) and build on these flaws in your game.  Strength Through Adversity.

If you win, it is a LOT harder to notice mistakes, and even HARDER to be sure of them.  Knowing you didn't play perfectly in a win is easy, but pin-pointing it takes a laser-sharp focus that most people aren't capable of. I can do it sometimes, but I don't mean that in a boastful way - I've had a LOT of practice trying to do it.  Even then, often as not I find myself unable to be sure...or, worse, unconcerned.

Learn to Love Losing, because Without Losing, Learning is Limited.