Very clear and excellent presentation, great video. If you are planning on continuing with these, making more and more, I can see it being a real asset to the fow/ty community at large.
Thank you. In my previous experience I was a university lecturer, so explaining stuff was my jam! I still leverage pedagogy techniques in the structure of my videos.
Very good explanation of the rules. Thank you very much, Sir. Most of it should be self explanatory if one has a reasonable grasp of military reality...I do understand that you have used those tank-parks for illustration purposes. But I have seen them over and over again in countless battle reports . I have actually never understood why people line up their tanks as if they were on the kasern's parking lot. Any tank commander worth his money knows first rule : keep your distance to other tanks ! If one keeps a, still unrealisticly narrow, distance of say min. 3" between tanks on the battlefield, a lot of these LoS issues are simply not existing anymore as tanks have more room to manouver , wider field of view, more options on LoS and can use their track advantages in open terrain. Aside from being a more difficult target for Arty. In RL, tank commanders , especially in WW2 and with light and medium tanks , wanted always try to position their tanks in a slight angle towards the enemies frontage as the enemy shells will have a much harder time to penetrate armour from angle. Chances are, the projectile is even deflected. And no, the Battle of Kursk with hundreds of Tanks driving circles around each other has not been the typical Tank battle in WW2. Tankers want to use the advantages of their turrets to point their guns to the targets instead of using the whole tank. This simple "Tactic" is already described in most armies handbooks on armoured warfare in the 1940ties. Exemption of this rule : Tank-hunters with fixed guns / without turrets. But even they had the option to slightly move their guns up/down left & right ( 10° or so ). Not possible with typical15mm models though. However , in combined arms sorties, Armour and Infantery have to work closely together, Armour protecting infantery and vice versa. In order to allow for the heavy parts of the infantery section to make use of their guided AT assets, they too need a fairly wide field of view , not blocked by friendly armour. At the same time, the assets must be spread out across the assigned sector in order to avoid being wiped out by enemy artillery in one go. In a nutshell : If applying some basic tactical guidelines in deployment of your forces according to the combat teams tasks, problems like the ones with LoS as shown in the beginning of this vid, should not arise. I.e. Even a russian commander in WW2 would probably never deploy all of tanks on one full swoop on the battle field ( unless ordered to do exactlyso by his superiors ) . The tactics have rather been to deploy in waves supported by masses of Infantery and after or under the umbrella of hefty artillery bombardemends. The german answer to this increasing tank thread was to develop not only guns who can penetrate russion armour on wider distances , but also hiding / camouflage tactics for the front and flank elements ( rather than heroic attacks as until end of 1941 ) in order to surprise the enemy. Also, due to airraids, tanks and motorized elements would have to be deployed with sufficient safety distances. Of course in a table-top game of 15mm scale, this is rarely a possibility unless one would use way less models on a 6x4ft. table. However, imho, there should be at least a minimum degree of realism to be applied and keep distances at at least 2-3 models lengths or two - 3 large infantry stands lengths. Most of the LoS issues would be solved as well. Only problem remains : "InCommand" distances. But tbh, I could care less. In modern times ( including WW2 ) radio was wide spread ( except for the russians ) and have been actually a big advantage for the germans in earlier war, that I would recommend to "house rule" the "InCommand" distances in a way that they cover the distance within a platoon deployed with halfway realistic distances between teams / tanks / vehicles.
I would love to see a video about force building. Especially supporting units from different parts of the army, marines etc. It's hard sometimes to understand what is legal and not in different books.
Great video! Just last night I ran an entire Rifle Platoon in front of 5 Sherman 76mms!!!! My opponent offered me a re-do and I refused. My dumbass fault I had to live with it!!!!!
Another great video. I'd like to see one on moving assaulting teams into contact. Can a team just contact a corner, can it go around a friendly team, can it choose to avoid a particular enemy team, etc.
I make my very own this using armymen as infantry unit (2,5cm cheap as cheap as f.......k) and bunches of miniature1:72(bit costly tho) but develop the rule simple one like in wic 😂
@@FogofWar well Sir it's actually Just in case for ww3 if the nuts plan on using EMP which is gonna fry the electronic of ours since we've all here been the player of RTS game(pc windows video game strategy ones: tbm...AOE2 CNC ZERO HOURS WIC CALL TO ARMS SO ON N SO FORTH got it) so this one is the best effort (get the rts played somehow) for it....😂
With all the talk of the turn 2 T-80 assault meta, I'd like to see a video on the Assault Phase.
Good idea. I'll keep it in mind.
Great series of vids, looking forward to more.
It's a new angle. I'm enjoying it so far,
Very clear and excellent presentation, great video. If you are planning on continuing with these, making more and more, I can see it being a real asset to the fow/ty community at large.
I hope they are useful. I plan to do more of these.
Great explanations, looking forward to more videos like this.
Glad you enjoyed it. I have some more in the works.
A nice little refresher, thanks
You are welcome.
Very interesting Harry. You explain rules really well and clearly.
Thank you. In my previous experience I was a university lecturer, so explaining stuff was my jam! I still leverage pedagogy techniques in the structure of my videos.
Nice one Harry.
Keep'em coming mate.
Great video.
Thanks for that. Glad you are enjoying the channel!
This is fantastic for a new player. Thanks for taking the time to make this.
Subbed.
Welcome aboard! Glad it was helpful. Be sure to suggest rules topics in there's anything you want to see me cover.
Great video! Thanks for making.
Thank you. Glad you enjoyed it!
Wonderful work mate.
Thanks for that. Glad it worked for you.
Excellent video.
Thank you very much! Glad you enjoyed it.
Great series, keep them coming.
I seriously need to build a better set to shoot these on. I re-watched your table making video, now for some sub-par woodwork!
@@FogofWar if you're talking about video quality, elements of that board video are terrible. Sadly with a project like that there are no backsies.
No. I’m looking at the assessment of my woodworking skills against the task at hand. The video’s great.
Very good explanation of the rules. Thank you very much, Sir. Most of it should be self explanatory if one has a reasonable grasp of military reality...I do understand that you have used those tank-parks for illustration purposes. But I have seen them over and over again in countless battle reports . I have actually never understood why people line up their tanks as if they were on the kasern's parking lot.
Any tank commander worth his money knows first rule : keep your distance to other tanks ! If one keeps a, still unrealisticly narrow, distance of say min. 3" between tanks on the battlefield, a lot of these LoS issues are simply not existing anymore as tanks have more room to manouver , wider field of view, more options on LoS and can use their track advantages in open terrain. Aside from being a more difficult target for Arty.
In RL, tank commanders , especially in WW2 and with light and medium tanks , wanted always try to position their tanks in a slight angle towards the enemies frontage as the enemy shells will have a much harder time to penetrate armour from angle. Chances are, the projectile is even deflected. And no, the Battle of Kursk with hundreds of Tanks driving circles around each other has not been the typical Tank battle in WW2.
Tankers want to use the advantages of their turrets to point their guns to the targets instead of using the whole tank. This simple "Tactic" is already described in most armies handbooks on armoured warfare in the 1940ties. Exemption of this rule : Tank-hunters with fixed guns / without turrets. But even they had the option to slightly move their guns up/down left & right ( 10° or so ). Not possible with typical15mm models though. However , in combined arms sorties, Armour and Infantery have to work closely together, Armour protecting infantery and vice versa. In order to allow for the heavy parts of the infantery section to make use of their guided AT assets, they too need a fairly wide field of view , not blocked by friendly armour. At the same time, the assets must be spread out across the assigned sector in order to avoid being wiped out by enemy artillery in one go.
In a nutshell : If applying some basic tactical guidelines in deployment of your forces according to the combat teams tasks, problems like the ones with LoS as shown in the beginning of this vid, should not arise.
I.e. Even a russian commander in WW2 would probably never deploy all of tanks on one full swoop on the battle field ( unless ordered to do exactlyso by his superiors ) . The tactics have rather been to deploy in waves supported by masses of Infantery and after or under the umbrella of hefty artillery bombardemends.
The german answer to this increasing tank thread was to develop not only guns who can penetrate russion armour on wider distances , but also hiding / camouflage tactics for the front and flank elements ( rather than heroic attacks as until end of 1941 ) in order to surprise the enemy. Also, due to airraids, tanks and motorized elements would have to be deployed with sufficient safety distances. Of course in a table-top game of 15mm scale, this is rarely a possibility unless one would use way less models on a 6x4ft. table. However, imho, there should be at least a minimum degree of realism to be applied and keep distances at at least 2-3 models lengths or two - 3 large infantry stands lengths. Most of the LoS issues would be solved as well.
Only problem remains : "InCommand" distances. But tbh, I could care less. In modern times ( including WW2 ) radio was wide spread ( except for the russians ) and have been actually a big advantage for the germans in earlier war, that I would recommend to "house rule" the "InCommand" distances in a way that they cover the distance within a platoon deployed with halfway realistic distances between teams / tanks / vehicles.
Thanks. These rules videos are a lot of work, so i'm glad it proved useful.
Another fantastic video explaining the rules. Thanks for the time and effort that you put into making these videos :)
It's a new experience, so enjoying it so far!
Most excellent thanks
Thanks! Glad you enjoyed it.
Great vid. Keep them coming.
Thanks, will do! Takes longer to film, write and shoot than a product review, but a nice change of pace.
I would love to see a video about force building. Especially supporting units from different parts of the army, marines etc. It's hard sometimes to understand what is legal and not in different books.
This is a great idea. It is on the list. Thank you!
@@FogofWar no, thank you.
Good work, Harry!
Thank you. Glad you enjoyed it!
This is great thanks for the vid
Glad you enjoyed it.
Thanks for this vidéo.
You are welcome. Hope you found it useful.
Great video! Just last night I ran an entire Rifle Platoon in front of 5 Sherman 76mms!!!! My opponent offered me a re-do and I refused. My dumbass fault I had to live with it!!!!!
I did much the same with Soviet infantry blocking IS-2s. You just have to own it when you do it.
Another great video. I'd like to see one on moving assaulting teams into contact. Can a team just contact a corner, can it go around a friendly team, can it choose to avoid a particular enemy team, etc.
That’s a good idea. I’ll put it on the list. Thanks.
Wonderful! One thing I miss is how are hills affecting the LOS over friendly teams?
Friendly teams are short terrain, so they don't block line of sight to and from teams on hills, I think. I'd have to look.
@@FogofWar that would be great! I haven't been able to find a good ruling on it!
The rules for helicopter and vehicle mounted infantry would be useful.
Yeah. I've never used helibourne infantry, so I'd have to do my research!
"Friendlies block LOS" is the rule horde army players always forget.
And that's one of the reasons I made the video.
And now with lasers!
Pew, pew, pew!
I make my very own this using armymen as infantry unit (2,5cm cheap as cheap as f.......k) and bunches of miniature1:72(bit costly tho) but develop the rule simple one like in wic 😂
Good for you! Whatever gaming and hobby works for you is great. Enjoy!
@@FogofWar well Sir it's actually Just in case for ww3 if the nuts plan on using EMP which is gonna fry the electronic of ours since we've all here been the player of RTS game(pc windows video game strategy ones: tbm...AOE2 CNC ZERO HOURS WIC CALL TO ARMS SO ON N SO FORTH got it) so this one is the best effort (get the rts played somehow) for it....😂