Showing posts with label Flames of War. Show all posts
Showing posts with label Flames of War. Show all posts

Wednesday, 16 February 2011

Malifow?

A selection of completely random events that have been keeping me from Malifaux and Warmachine include:


So as you can see, I haven't completely wasted my time! I have 5 tigers and another platoon that I have painted up too, that will be staying with me in the mean time. The above (and more) can be found on ebay currently. My plan to fund my hobby through my hobby is working well, and I'd suggest it to any of you. The one thing I would be very careful about is this taking over your hobby. As Elazar and Andy could tell you, I've been really wanting to start painting my Malifaux crew, my Cryx force, my super secret project and quite possibly Dystopian wars! (The other two haven't given in on this last one, but I will work on it!). Now the point is, that as I've been painting all this FoW I had lying around I haven't been able to get onto the other fun stuff as I've felt like I HAD to get this all done to get it up on ebay. So although it's good to fund the hobby through the hobby, the act of funding the hobby becomes a hobby in itself which stops you having time for the hobby. Pretty obvious when you put it like that eh?

James.

Thursday, 10 February 2011

Henschel HS129 B3

Finished my air support for Flames of War. A flight of HS129 B3.


Got a platoon of German Grenadiers to paint next and then it's back to Malifaux with a vengeance!

Friday, 4 February 2011

Firestorm Berlin - 2 Days In To Turn 1

Our Firestorm Campaign for Flames of War has kicked off now at my gaming club. We've had two days worth of battles and the frontlines have already moved quite a bit. The Allies have pressed their advance and so far for this turn have won all of their battles. Hopefully that trend will be corrected on Day 3 of the battles for this Turn which will see the defence of Köln and SS Totenkopf attempting to break out of the 'Amsterdam Encirclement'.

Some pictures of the campaign map so far then:



The two Axis Firestorm Counters out in the sea represent those that have been destroyed and are now in the Reinforcement Pool waiting to re-enter play at the end of the turn. The SS breakout of the Amsterdam Encirclement will be the first game so far in the campaign to use the Out of Supply rule. The grey supply lines have to travel unbroken through friendly territories to keep an area in supply and since the Allies control both Zuid and Noord Holland Amsterdam is completely cut off. The potential results of being Out of Supply are quite interesting...

Morale Reduced: For the duration of the battle all Fearless platoons count as Confident, Confident platoons counts as Reluctant and Reluctant Platoons only pass a Motivation Test on a roll of a 6
Strength Reduced - Before adding Firestorm Counters to your force you must reduce the size of your force by 20% e.g. if you would have fielded a 1500pt force, you now have only 1200pts for the battle. Firestorm troops are not affected by this and are chosen as normal in addition to the adjusted army points total.
No Effect - The boring result
Fight To The Death - For the duration of the battle all Reluctant platoons count as Confident, Confident platoons count as Fearless and Fearless platoons pass all Motivation Tests on a roll of 2+

Obviously, I'd love to see a Fight To The Death result as the men of SS Totenkopf accept their fates and launch their attack. I'm sure the Allies are hoping for Morale or Strength reduced...

Campaign map made with a great deal of assistance from the awesome Battle Chronicler software!

Thursday, 27 January 2011

Firestorm Berlin - Sample Turn

I put together an example turn of Firestorm Berlin for the players in the campaign and thought I'd share it on here.

Firestorm Berlin - Turn 1 (Example)


Axis
Player A
Player B

Allies
Player D
Player E

Battle Plans

Allied Battle Plan
The main thrust of our assault on Berlin will be via the south. We'll first move on München and then push north towards Berlin. We'll do our best to hold our ground towards the north and a secondary priority will be to capitalise on any gains we can make there. For this turn our priority should be Baden as it brings us one step closer towards München and can be used as a staging point for our assaults next turn.

Axis Battle Plan
The Führer demands that we recapture France from the Allies. They now have a strong foothold on the continent and we have to disrupt their plans to advance further or Berlin will fall. If we begin by attacking the Ardennes area to drive a wedge into their advance and force them to divert the resources pushing for Berlin to defending their own lines then we will be off to a good start. After the Ardennes, Brussels and Flanders are our priorities so that our forces will be able to keep in supply once they begin the push to retake Paris!

The Generals can make their battle plans as simple as this or they can use maps etc to show help explain what exactly they'd hope for the players to do. Like all good plans it'll have to be adaptable as there's no guarantee that you'll win the initiative so might well spend the turn fighting battles on your opponents terms and it's the General's job to make sure that his Commanders are able to capitalise on any advantages that present themselves by being informed of their ultimate goals throughout the campaign.

Battle Phase

Player A & Player D arrange a game against eachother and agree to play the campaign standard 1750pts in their game. They will then roll off to see who has the initiative and that player will decide where the battle is fought. Player A rolls a 3 and Player D rolls also rolls a 3. Throughout the campaign the Allies win tied Initiative rolls. This is to represent the impetus the Allies had over the Germans at this stage in the war so Player D wins the Initiative.
Having read the General's Battle Plan for this turn Player D knows that Baden is a priority and chooses to attack there from Saarland so that he can use both Firestorm Counters there to help ensure his victory and to advance the Allies' goal of an assault on the Supply Depot at München in the coming turns.
There is only one Firestorm Counter in Baden so Player A uses this in response but knows that he'll be up against the odds in the coming battle.
Both players check that their armies are In Supply which they are as the Supply Lines run through both territories from Supply Depots in other territories without a break in the line through enemy controlled areas. This means that both players will be playing with an army of 1750pts. In addition to their 1750pts army Player D will have an additional 600pts to spend on Support Platoons and Player A will have an additional 300pts to spend on Support Platoons.

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Player B & Player E also arrange a game and they roll for initiative. B rolls 6 and E rolls 4. This means the German Player B has the Initiative. The German General has stated that the Ardennes and Flanders are to be the main focus of their assaults this turn so Player B chooses to attack the Ardennes from the Rheinland. Player B uses both Firestorm Counters in the Rheinland to support his attack and Player E uses both in the Ardennes to create a level playing field and give him a chance of victory and with it a counter-attack into the Rheinland.
Both armies are In Supply and will play with 1750pts plus have an additional 600pts of Support Platoons.

The players all play their games of Flames of War.

It's really important to work out the VP at the end of the game. The rules for this are in the rulebook but are 1 VP for each platoon destroyed. You can roll off to destroy Firestorm Counters after completing your battle.

Player D beats Player A but Player A made him pay steeply for the victory and Player D finishes with 5 VP to Player A's 4. The players roll to destroy Firestorm Counters after the battle. Player D rolls once to destroy the Firestorm Counter that Player A used. As his VP were 5 he needs to roll a 5+ to destroy the counter. He rolls a 4 so Player A's counter will survive as it can safely retreat to an adjacent friendly territory of Player A's choice, and does so, fleeing to Pfalz. Player A rolls twice, once for each counter that Player D used and needs a 6 to destroy each one due to his 4 VP in the battle. Player A rolls a 2 and a 6. This means that one of the Firestorm Counters is destroyed. As the counter wasn't surrounded (there were friendly territories adjacent to it) it goes to the Allies' Reinforcement Pool.
Player D captures Baden for the Allies and chooses to advance the surviving Firestorm Counter into the newly acquired Territory.

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In their game Player E manages to beat Player B. This means that Player B's offensive has failed and Player E counter-attacks into the German territory capturing it for the Allies. The game was very one sided and Player B only managed to earn 2 VP so doesn't get to roll to destroy Firestorm Counters at all. Player E scored 7 VP against Player B so needs to roll twice, once for each of Player B's counters, and only needs 4+ to destroy them. Player E rolls a 4 and a 6 destroying both of the Axis' Firestorm Counters. They were adjacent to friendly territories so are not surrounded and removed from the game entirely and instead goes to the Axis Reinforcement Pool.
Player E decides to advance both of the Firestorm Counters from the Ardennes into the Rheinland.

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All the battles for this campaign turn have been played so the Campaign Turn moves on into the next phase

Strategy Phase

This phase is carried out by the Generals. The Allied General first will declare his exploitation moves. Then, the Axis General will do the same. Next the Allied General will bring on their Reinforcements into whichever Supply Depots they choose and then the Axis General will. Finally the Allied General will detail all of his Strategic Moves as he prepares the Allied army for the next Campaign turn and then the Axis General makes his Strategic Moves. Once this is done the Victory Points for the campaign so far are added up by the Campaign Organiser and then then next turn can begin. Each turn will last for 2 weeks and will start on a Sunday. This means the Generals will be busy finishing their Strategy Phase and preparing their Battle Plan in advance of each turn beginning so that their Commanders know what is expected of them.

Exploitation Move

The Allied General makes his Exploitation Moves first. He makes these moves to seize more territory from the opposition. He can move up to two Firestorm Counters that are In Supply into adjacent enemy controlled areas that do not contain a Firestorm Counter and doing so captures those areas. The Allied General begins by moving his first Firestorm Counter from Baden into Württemberg. This is a potentially risky move as it leaves Baden prone to exploitation from the Axis General which would also cut off the new acquired Wurrtemberg territory from Supply. This risk is mitigated by the Allied General's second Exploitation Move which is to move a Firestorm Counter from the Rheinland into Hessen. This leaves one Firestorm Counter to defend the Rheinland and importantly cuts of Supply to the German Firestorm Counters in Pfalz, leaving them unable to exploit from there, cut off from Reinforcements and in a weaker position come the Battle Phase in Campaign Turn 2.

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In response the Axis General exploits into the now vacant Ardennes territory with a Firestorm Counter from Zuid-Holland. The Axis General is unable to make any other Exploitation Moves this turn as the rest of their counters do not have a valid territory to exploit into or are Out of Supply.

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Reinforcements
Both Generals bring their reinforcements back on in their Supply Depots.

Strategic Moves
Both Generals makes their Strategic Moves to reinforce their front lines with Firestorm Counters. The Firestorm Counters can move any distance along Supply Lines as long as they start in supply it's an unbroken chain through friendly territories all in supply. They could instead move to one adjacent friendly territory, this type of movement need not be along a Supply Line and need not begin or end in a territory that is In Supply but must be between two adjacent Friendly territories. Firestorm Counters are unable to make Strategic Moves into or through territories that have just been captured through an Exploitation Move.

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As they prepare for Campaign Turn 2 the Allies find themselves in a very strong position early on but the Axis players can quickly turn this around with a few well placed victories!

Victory Points
The Victory Points at the end of this turn are:
Allies - 310
Axis - 200
If the game ended at this point it would be a Tactical Victory for the Allies.

The Campaign Map at the start of Turn 2

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Things to keep in mind on Turn 2 would be:
Köln, Pfalz and the Ardennes are all Out of Supply so any battles fought in these areas will see the Axis Commanders having to roll on the Out of Supply chart and potentially having weaker or poorly motivated troops.
Hessen is Out of Supply so any battles fought there will see the Allied Commanders having to roll on the Out of Supply chart.
Both sides have brought their full quote of Firestorm Counters to the front lines so a lot of battles will be fought with additional Support Platoons on each side.
Pfalz is currently surrounded so an Allied Victory there will see the Axis Players losing 2 Firestorm Counters that will be Captured by the Allies and removed from the Campaign Map for good. This would also net the Allies an additional 10 VP in the Campaign.

Campaign map made with a great deal of assistance from the awesome Battle Chronicler software!

Monday, 17 January 2011

Firestorm Berlin - Flames of War Campaign

My Firestorm Berlin Flames of War Campaign is ready to get started at my gaming club. We've got a mini-tournament this weekend and then following hot on the heels of that will be the opening of the campaign. I posted a picture of the map previously. This latest one shows the positioning of the Firestorm Counters etc at the start of Turn 1 ready for us to make a right mess of everything!


 
Firestorm Campaign Map - Tokens added using the awesome Battle Chronicler software!

So what are Firestorm Counters you're probably asking? Well, the Battlefront Firestorm Campaign boxes contain plastic minis to represent Firestorm Units in the campaign. These are support platoons that are added on in addition to the army fighting in the campaign. These are great but one thing I wanted to do with this campaign was to keep all the admin side of it online on my wargaming club's forums. I also wanted to open up the choice as to what was in support a bit more, so instead of a counter representing a specific load-out of a platoon I wanted it to represent an additional 300pts of support platoons that can be taken. I also opened this up so that they could be any Support Platoons for the respective sides from Fortress Europe or from the Intelligence Briefing being used by that player. This still gave you the chance to use units in the campaign that you might not normally get the chance to. Up to two Firestorm counters can be used in a battle so you have the chance to seriously overload your forces in an assault on a key area etc. They'll certainly make things very interesting!

Another little tweak I've made is to limit the German players to only being allowed to take Sporadic Air Support in their lists to represent Allied Air Superiority at this point of the war. Also, Allied players that take Air Support can make Fighter Interceptions on a roll of 5 or 6 and not just 6s. The campaign is slightly weighted towards the allies as they were obviously the eventual winners. This is much the same in the Battlefront Firestorm Campaigns. Especially in Bagration where the Soviet forces have a huge numerical advantage over the German forces to really capture the feel of that constant desperate withdrawal and I wanted to keep a similar under the kosh feel for the Axis players at my gaming club (that's me included see, so I wasn't just being mean!)

I'll be keeping a log of the campaigns progress here on The Glorious Works for anyone that is interested!

Sunday, 26 December 2010

Flames Of War Romanian Puscasi Platoon & Sixes To Hit Wargaming Blog

Check out this great little guide to painting a Romanian Puscasi platoon for Flames of War on the new Sixes to Hit hobby blog



Also worth pointing out that these Romanians are now up on ebay so if you're looking at getting a Romanian force for Flames of War (especially following the recent Stalin's Europe release which includes a Late War Romanian briefing).

Sixes To Hit is a new member of The Glorious Banner Exchange. For more information on The Glorious Banner Exchange please see the side bar of this blog.

Wednesday, 22 December 2010

Firestorm Berlin Campaign Map

Well it's taken a bit of work but I finally have my Flames of War campaign map drawn up!


Now all that's left to do is make up all the counters etc and we can get things underway!

Monday, 20 December 2010

Flames of War Campaign - Firestorm Berlin

Currently working on a Flames of War Campaign that I'm calling Firestorm Berlin. It's going to use the Firestorm rules from the Bagration and Market Garden box sets with some tweaks of my own to make it work for me and my gaming club.

One thing I'm changing is swapping the set Firestorm troops for generic counters. There are two reasons for this change. One is to make it a lot easier for me to represent the custom map in digital format. The second is to make it easier for my group to game. Instead, each counter will count as a set number of points chosen as 'free' support platoon from Fortress Europe. This way, the players can squeeze something extra into their list without having to buy models specifically for that purpose. It increases the flexibility and potential fun of the campaign for everyone.

The campaign starts in December 1944 with the front lines set as they were before the commencement of the Ardennes Offensive. This seemed a great point at which to start as across the map of France, the Netherlands, Belgium, Germany etc. things are fairly even. The allies are going to have the advantage to represent the fact that they were on the offensive at this point.

I'm going to have a few more posts about this and go into greater detail soon. The map will be finished shortly and once the campaign is underway I'll be posting reports up on here to show it's progress. I'll also make the rules sections that I write available for others to use but for obvious reasons Battlefront Firestorm rules will not be appearing on here!

Monday, 6 December 2010

Marder III M Tank Hunter Platoon


Now that the Panzerjäger Platoon is finished I'm trying to decide whether to paint my Sturmtigers, Henschel HS192B3s or some Panzergrenadiers.

Saturday, 4 December 2010

Marder III M Platoon - WIP, Nearly Finished

Working on the crew at the moment but except some finishing touches (and decals) the Marders are very nearly finished.



Trying to decide what to work on next. Sturmtigers, Henschels or the Infantry...?

Sunday, 28 November 2010

WIP Tank Hunter Platoon - Marder III M

Still got a lot to do on these but a WIP picture of one of the platoon.





The camo scheme is based on this one from the Panzer Colors series of books.


Hopefully pics from a more advanced stage soon!

Friday, 26 November 2010

Flames of War - Stalin's Europe

Stalin's Europe is the latest Eastern Front book release for Flames of War, released 20th November. It covers the Soviet Invasion of Hungary in October 1944 up to the bloody Siege of Budapest in February 1945. The history section of the book and numerous other sources can describe these events in much better detail than I ever could so I'll focus straight on the Intelligence Briefings (army lists) in the book!

Stalin's Europe contains 8 Intelligence Briefings split amongst the Soviet, Romanian, German and Hungarian forces.


Soviets

First up is the 9th Guards Mechanised Corps, a tank battalion made up primarily of lend-lease 76mm Shermans. This provides an interesting alternative to the T34 led Tankovy briefings and amongst their support options the 9th Guards Mechanised Corps can pick the new SU-100 which is definitely a big-tank eating beastie! The 9th Guards Mechanised Corps also includes the book's first Warrior - Gvardeyskiy Kapitan Dmitriy Loza. A company commander with some rather handy special rules, in particular the Second In Command rule which allows him to take the place of the Battalion Commander for the sake of Battalion Morale checks should the Commander have fallen and thus sparing you the auto-loss! Another great rule of his is the Spetsnaz Loza rule which can allow him to infiltrate his own company and an infantry company at the start of the game!

The second Soviet briefing is for the Storm Battalion. This represents the organisation of the rifle divisions in the Siege of Budapest. The Shturmovye Groups give you an amazing flexibility. Each storm team in the group can be deployed as one of many types of team from HMGs, Anti-tank guns and 122mm Howitzers and plenty in between! These are chosen before deployment so I can imagine the Storm Battalion becoming a popular tournament choice due their ability to adapt themselves to the mission and opponent being played. Initially I have to admit to looking at this list and thinking it was a mostly standard Soviet Infantry battalion but on second glance it looks to me to be one of the most interesting in the book and strikes me as being one of the most popular!


Romanians

The Romanian Infantry Battalion is a characterful briefing for those wishing to use Romanians in a Late War setting but it's very much the same fare as many Soviet Infantry Battalions but with Romanian traits such as Peasant Army & Hated Enemy. Didn't really do much for me but I'm guessing there will be more than a few that will see its charm!


Germans

Both German lists are from the Feldherrnhalle kampfgruppes who fought in against the Soviet invaders in Hungary and in particular during the Siege of Budapest. The first is the Armoured Company. This is a fairly standard German tank company but with the option of taking the new Panzer IV/70 for company command and combat platoon tank teams. There are also the more standard choices like Panzers and Panthers (although these are the newer Panther Gs). With Königstigers amidst the support choices there's plenty of scope for big-tank mayhem!


To me the Feldherrnhalle Infantry Company is the more interesting and unique of the two German briefings. The Feldherrnhalle's unique rules are there for the infantry. Firstly is the Field Fortifications rule to represent their defence of Budapest and amongst the fortifications are the Street Barricades (familiar to anybody who has read the Armia Krajowa briefing that was part of  Project Warsaw) which grant concealment and bulletproof cover to infantry and gun teams manning them. The Feldherrnhalle also have the Street Brawlers rule which can enable Infantry Command teams the ability to hit on 2+ against infantry and gun teams in an assualt. This is to represent the core of veterans who fought as Brown shirts in the running street battles of Germany against the police and militant communists in Germany during the Nazi Party's rise. This is a good defensive infantry list with lots of character and a real punch when they get to fight a battle on their own terms.




Hungarians

The Hungarian lists are in my opinion the most interesting as they bring the most new toys! Amongst the popular German tanks and assault guns are the unique Hungarian ones such as the Turán and Toldi tanks which feature in the Hungarian Tank Company. A relatively standard Panzer Company as far as options go but with Tiger tanks and the Turáns and Toldis thrown in for a unique Hungarian flavour. There's also the option to take some support platoons from the German lists (the Germans can do likewise with a few Hungarian allied platoons). The Hungarian tank company also includes the book's second Warrior - Föhadnagy Ervin Tarczay. A few useful special rules see Tarczay as being an interesting choice for the Hungarian tank company. Around the flanks gives him the Stormtrooper move which he can use instead of using the Hungarian Huszár move (which is similar but carried out in the Shooting step in place of firing). His other rules see him rerolling misses from his tank's main gun and rerolling failed saves against gun teams when hit by defensive fire. Combined with a choice of which tank to mount him in these certainly create an interesting attack oriented warrior for the Hungarians.

The Hungarian Assault Gun Company is interesting in that it uses the Zrínyi assault howitzer to form the core of the company which is a great looking machine and the new mini for it has a real appeal all of its own. You can also use Stug Gs or Hetzers if you want a more Germanic feel to the company.

The Infantry Company is another good defensive infantry briefing with a whole host of options to pick from including Field Fortifications such as the Street Barricades. The special rules for the Infantry see them able to reroll their skill tests to Dig In and another rule that allows them to make an Immediate Ambush with an infantry or gun platoon at the start of their first turn.


All in all I think Stalin's Europe is a really great book. Full of all the best flavours of the Eastern Front there are a host of interesting Intelligence Briefings inside and I'd really recommend everybody giving it a look over as there's quite a lot there to choose from including some potentially big ones when it comes to the competitive scene!

Images all property of Battlefront Miniatures. All rights reserved. 

Sunday, 14 November 2010

3. SS-Panzerdivision Totenkopf - SS-Sturmbannführer Kurt Lindenau

A pretty much finished SS-Sturmbannführer Kurt Lindenau. A couple of little tweaks to make but otherwise done. I've used a little creative licence on the base and put him on his own. He and his 2iC are going to be based alone just so its clear with teams are which and also because whilst I've painted the other two men for his base it left very few options. It's difficult enough getting the ruined Warsaw bases looking good on the small bases as it is without removing all the surface area to work with and replacing it with minis!



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The MG teams etc on medium sized bases will be better as there'll be a bit more interaction with the minis and the base if that makes sense.

Lots more to be getting on with now. Suffice to say, one of these platoons are no longer in blisters and are half way through getting a coat of dunkelgelb!

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Thursday, 11 November 2010

3. SS-Panzerdivision Totenkopf - Getting Started

I've started building and painting my 3. SS-Panzerdivision Totenkopf Mechanised Company. To start with a few WIP pictures of what I'm making a start on. Me being me, I will of course start with a character!

SS-Sturmbannführer Kurt Lindenau

I'm quite pleased with him so far, few tiny bits to tidy up and then the rest of the HQ to paint and base! For my first painted figure at this scale I think he's come out quite well and I'm pleased with the pea dot camouflage even though most of isn't especially visible on him.


On to the unpainted and still being built things starting with 1 of 3 half tracks (this one being Lindenau's wheels).

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A WIP Panzer IV H got a couple of little details to add on to this one before its ready to be painted.

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WIP Sturmtigers, got a few bits to do still to each of these before they're ready to be painted.

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Any and all feedback appreciated seeing as I'm a FoW Noob Painter!

Sunday, 24 October 2010

The Glorious Consumer - "Das Book" Review

Das Book is a compilation of special rules, missions & gaming ideas as well as a one-stop reference during play for Flames of War. This 128 page, full-colour book is set for release 30th October 2010.


Image Property of Battlefront Miniatures

It is the perfect expansion upon the "Open Fire!" box set reviewed yesterday as it contains the rules for Street Fighting, Fortifications etc. from the hardback rulebook but on top of that it also includes rules and missions taken from a selection of the Intelligence Briefings, Battle Books and Campaign Books; such as Amphibious Assaults and Airborne Assaults. These rules allow you to play your battles in very different ways and recreate the D-Day landings and the airborne assaults of Operation Market Garden for example. Alongside these rules are missions to use them in. There are also a couple of missions in the book that use the more standard Flames of War rules. Das Book also includes the rules for Total war, so that you can play larger games with multiple players.


Image Property of Battlefront Miniatures


Image Property of Battlefront Miniatures

One of the biggest strengths of Das Book is the reference section at the rear containing complete arsenals for German, British, US, Soviet, Finnish, Hungarian and Romanian forces and also the Special Rules for these forces. This makes Das Book a great utility allowing you to get a broad feel for your opponents force as well as having a single reference point to refer to when checking the rules for your own army and equipment.


Image Property of Battlefront Miniatures

All in all this is a brilliant supporting book for Flames of War players. I'd say its a must for tournament players and casual players alike. At £6 it's also incredibly good value. In my opinion the reference section alone would be worth that to most players. Throw in the varied missions and rules for playing totally different games of Flames of War and it'll easily be the most productive use of £6 to expand the hobby for yourself! I think there is only one score I can give this...

Score: 10/10

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As I mentioned yesterday, Flames of War will be getting a lot of attention on The Glorious Works and I have an in depth review of the rules themselves and the answers to the question "Why Should I Play Flames of War?" coming up soon!

Saturday, 23 October 2010

The Glorious Consumer - "Open Fire!" Review

Open Fire! is the introduction or starter set for new players to Flames of War - The World War II Miniatures Game. The set contains a rulebook, introduction booklet, 5 tank miniatures and 5 dice.


Image Property of Battlefront Miniatures

Rulebook - The mini-rulebook is 164 pages long, all of which have full colour layouts and numerous diagrams and pictures. The rules inside the book are all of the rules you need to play the game. It is essentially a more convenient version of the main hardback rulebook with some bits stripped out for ease of picking up the game and for the sake of size and layout. For example rules for Fortifications and City Fighting aren't present in this rulebook but they're more specialised rules not used in any of the 7 standard missions. They are however available in the forthcoming release "Das Book" (a review of which will be up on The Glorious Works tomorrow!)
The book contains all of the rules for each phase of the game as well as some of the more unique aspects of battles such as Artillery Bombardments, Aircraft and Reconnaissance. It also contains the Special Rules for the US, German, Soviet & British forces such as the key doctrines that make them very different forces to play with such as Komissars, Storm Trooper moves and the British Bulldog rules amongst others.
The rulebook contains 7 missions to play, each presenting a slightly different challenge to the players and includes the rules relating to the differing missions such as Reserves, Ambuscades and Strategic Withdrawals. It certainly has everything yo need to get started playing Flames of War!


Image Property of Battlefront Miniatures

Open Fire Introduction Booklet - This is a 16 page full colour booklet that breaks the Flames of War rules down into smaller chunks and allows you to pick them up whilst playing some compact learning games with the minis included in the set. There are also details on how to go about expanding your force and some introductory hobby guidelines on how to paint the minis included.


Image Property of Battlefront Miniatures

Minis - The minis that come in the set are great. You get 3 American Sherman tanks and 2 German Stug G assault guns. That's a combined total of £37.50 worth of miniatures if you were to buy them separately. If you and a mate are both getting into the hobby its certainly worth you each getting a set and swapping the tanks around as you'll both have a really good start towards your army. With a Sherman Platoon for one player and a Stug G platoon for the other.

Overall its hard to find a fault with this starter set. £37.50 worth of minis, a rulebook and some dice for the small cost of £23 is an absolutely amazing deal. It's a brilliant introduction to the game and the hobby and gives you a head start when building a German & American (or British) army. This quite easily earns itself 10/10!

Score: 10/10

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I've purposely steered clear of reviewing the rules and the game itself in this post. I have a lot more Flames of War related posts to come. Next up is a review of "Das Book" and after that an article called "Why Should I Play Flames of War?" in which I'll go into a lot more detail about the brilliance of the rules and the hobby as a whole. So stay tuned!

Sunday, 17 October 2010

A List To Collect To - FoW SS Totenkopf

I often like to collect an army to an army list. It gives me a clear goal and keeps my purchases vaguely productive otherwise I'd just go into an endless spiral of buying characters or units I can't actually get into an army. Whilst those things are great they aren't helpful when it comes to time to play a game. The great thing about collecting to a list is there's usually so much time between getting each entry on the list bought, built and painted that I can change the list plenty and there's never the feeling of being trapped. So I've written a 2500pt list for my new Flames of War army: 3. 'Totenkopf' SS-Panzerdivision. It'll probably take me a while to collect up the minis for this and even longer to paint them I'm sure but I'm going to Smoggycon 2010 next month (there'll be more on this in another post in the not too distant future) and I'm sure to part with some money there so having this army list might make at least half of my purchases useful to me! Here it is for those that have an interest in such things!

Panzergrenadier HQ
2 Command Panzerfaust SMG Teams
2 Panzerschreck Teams
2 Snipers



SS Panzer Platoon
Biermeyer's Panzer IV Platoon
5 Panzers

SS Panzergrenadier Platoon
2 Panzergrenadier Squads
Command Panzerfaust SMG Team
Panzerfaust SMG Team

SS Panzergrenadier Platoon
2 Panzergrenadier Squads
Command Panzerfaust SMG Team
Panzerfaust SMG Team

SS Heavy Platoon
1 Machine Gun Section

SS Scout Platoon
3 Squads
Schwimmwagens



SS Armoured Anti-Aircraft Gun Platoon
3 Sd Kfz 7/1 (Quad 2cm)

SS Tank Hunter Platoon
3 Marder III M



SS Aufklärungs Platoon
3 Aufklärungs Squads
Command Panzerfaust SMG Team
3 Additional Sd Kfz 250

Heavy Assault Howitzer Platoon
2 Sturmtiger



SS Armoured Car Patrol
Sd Kfz 223 (radio)
2 Sd Kfz 231 (8-rad)

Sporadic Air Support
Hs 129B




I quite like the idea of the list (although in practice only time will tell!) it's an Infantry Company so will quite often be on the defensive but with the Aufklärungs and Biermeyer's Panzers I've got a strong counter-attacking element to strike at the enemy whilst the two squads of Panzergrenadiers bunker down on home objectives and protect my Sturmtigers and Anti-aircraft guns from enemy infantry. The Sturmtigers will provide a suitable distraction and whilst they're far from reliable with their shooting they'll force my opponent to make tactical decisions with them in mind and when they do hit they can cause a lot of damage. The air support is much the same, when it works it'll go after enemy artillery and anti-tank guns etc. The Marders will support the counter-attack by helping to neutralise any armoured threat. The scout platoon will pretty much always be used as Tank Hunters, they'll bunker down somewhere in the way of an armoured advance ready to set to work with their Panzerfaust tin openers! The Machine Gun teams will make Combat Attachments to the two Panzergrenadier Platoons and the armoured cars will help keep enemy teams from going to ground to give my Sturmtigers a chance to hit something and harrass as neccessary. The Anti-aircraft guns will do exactly what it says on the tin and will most likely be deployed near the Sturmtigers as that's where I'd personally send any of my attack aircraft as their top armour is their only real weakness!
Sounds easy in theory! Can't wait to get to work painting these! I already have the Panzergrenadier platoons and their quite high on my to-do list once The Gorewing are all done and dusted (hope to finish them in the next couple of days!)


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