Wednesday 28 August 2013

Infantry Aces with a difference


 Infantry Aces at G3, Glasgow


 Starting on the 3rd September 2013 I'll be kicking off an Infantry Aces campaign at my local gaming club, Glasgow Games Group (G3). This will be the second 'Out of the tube' campaign I've run at the club. The first was a highly successful Tank Aces campaign which averaged eight players throughout the running time, with people dropping out and joining as the campaign continued. 

 Inspired by the success and heartened by the interest from members at the club, I pressed on, managing to (luckily) find a copy of Infantry Aces at my local games stockist (Static Games, Glasgow). Armed with the map, pin badges and the rules from the Flames of War website, I began to plan.


Monte Cassino... The map will be used, but the terrain will be different

A few small changes

 The Infantry Aces rules are really easy to follow and in my own humble opinion, the experience awards are far more balanced. The problem I had during the Tank Aces campaign was that after a good game the winner could be five XP ahead of the loser, meaning they were on their first skill. Should the player continue to do well, they would soon outstrip the field, and a few players did. The Infantry Aces XP awards are more balanced and easier to achieve more points, even on the losing side.

 One idea that I will be bringing across from Tank Aces is the 'Tactical Edge' tokens. These one-use counters allow players to re-roll dice from Motivation Tests to one that allows any dice roll to be re-rolled. The other interesting use of them is that they aren't limited to being used on your own units. And many a time during the campaign a closely passed dice roll has been forced to be re-rolled due to a token, and often meant the difference between a loss and a win. Naturally with the lack of armoured vehicles early on in the campaign I won't be using the 'Re-roll an armour save' token. The others however fit fine in an infantry heavy setting.

Army Building

 The important bit now, which forces can you take, and what will be their complement? Notes in red are a deviation from the Infantry Aces core rules.

  • Any Infantry or Mechanised company/battalion from any legal Late War book. If in doubt ask.
  • Mechanised Companies must have infantry as their core. i.e. No armoured car squadrons. 
  • Mechanised Companies may not have any vehicle with a front armour higher than 1
  • You may spend up to 500pts on your company and must take:
  1. A company HQ, with the Commander in Chief representing your Infantry Ace (This unit cannot be upgraded with 'Special Characters' as they are aces in their own rights
  2. At least 1 combat platoon from the mandatory platoons
  • Any remaining points may be spent on other Combat or Weapons platoons. No points may be spent on platoons solely reliant on vehicles (Universal Carrier, Panzerspäh, Cavalry Recon etc...)
  • Pioneer Supply Vehicles automatically deploy fortifications during deployment and are then sent to the rear

First Turn

 First turn will be the entirety of September. 
 Games will be played on 3'x4' tables to prevent players with Veteran ratings to dig in and sit.
 Players only earn XP for their first two games, and subsequent games will be for control points.
 The contested are must be decided upon before starting.
 After-action reports must be completed for all games. Slips will be supplied.

Rewards for participation

 As per usual players will receive an 'Infantry Aces' badge for successful completion of the campaign. Due to limited availability players will only receive a badge if they participate in every turn of the campaign, turning in After Action Reports for their games.
 I will also look into getting a more substantial reward for the player voted 'Ace of Aces' by all other participants (And no, you may not vote for yourself)
The coveted Infantry Aces pin badge


 So, with that, it's on to gaming. Any questions feel free to drop me a line here, or catch me on the G3 Facebook group.

Over and out.

No comments:

Post a Comment