Site icon

River Rush – Flames of War Group Game and Mission Review

A fun event hampered by a mission designed by idiots!

As many of you know my group was wrapping up our Firestorm Lorraine campaign, and what better way then with a big group battle? As part of our rambles through the internet, we stumbled upon this summary document for large group games called Total War. One of these missions seemed perfect to cap off a short campaign centered on crossing the river Meuse: River Rush.

The thrust of the mission involves one side trying to seize a river crossing, while the other side tries to slow them down by blowing bridges. The attackers have endless waves of troops, while the defenders need to figure out how to trade land for time. On the face of it, the mission looks fun and thematic but it immediately starts to fall apart as you probe the rules, but we will get to that later.

The Game:
For this mission, the Allied forces (1 American, One British and one mixed) decided to go infantry heavy to counter some of the issues with the mission. We anticipated that the bridges would get blown up early and wanted to catch out opponents off guard by fording the river at all points. We did have a suicide charge wing in order to try and keep the Germans honest and to defend the bridges.

The Germans brought two identical lists of 88’s a KT pioneers and some Pak 40s, while the third brought some jadgtigers.

Early allied advances were covered by smokescreens, and we almost captured a bridge, except the British player rolled 5 1’s and 2’s to hit in assault (he needed a 3+). This somewhat counteracted our luck of managing to bail a King Tiger on the first turn

As the turns wore on the allies managed to secure a foothold and were threatening a number of objectives. A particularly heroic set of paratroopers (pictured on the left) were just about on the objective, after having swept up the remaining german engineers and a platoon of StuHs when we had to call time.

Sadly, we don’t have as many pictures of the event, mainly as we were trying to play fast. The game itself started to bog down as allied reinforcements built up trying to cross the ford, or cross the fields to get to the objective. We only managed 9 turns (which itself is an achievement given we started at 1ish and went till 7:30 or so). There were some other great moments of flamethrowers clearing troops, jeeps shooting down BF 109s, King Tigers bouncing artillery rounds and more.

Mission Review:

To be fair I need to disclose some facts before I give a full review of the mission that may lend context.

Okay, now that’s out of the way let’s break down why this mission is poorly thought out.

The sad thing is that the first two issues should have been immediately apparent to anyone who tried to test this game. The fact that it made it to publication in its current state is a sorry statement on the quality control of Battlefront. With that in mind there are several remedies I would recommend

Lord Paddington’s Fixes

Here are my recommendations for anyone looking at adapting or playing the mission.

I think you could likely play the stock mission with a ton of caveats on unit rosters and rules. Unfortunately, the difference in army abilities make it difficult to translate between games. The Germans tend to dominate this mission type, but even American or Soviets lists could be a huge pain to fight. I think most times this game (as written) will boil down to a quagmire in the middle of the board which makes for a dull affair.

What do you think? Am i being too hard here? Any other changes that jump out to you?

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

Exit mobile version