Subscribe to download Flames of War: Open Fire Starter-Set PLUS additional Units. Example 1: 30cm in Flames of War = 15.0 on the Tabletop Simulator measuring-tool (TS). Example 2: 4' in FoW = 4.0 TS For better performance delete all unused units! As you probably noticed english isn´t my mother tongue, so please excuse my bad spelling and grammar.
Flames of War (abbreviated as FoW) is a World War IItabletop miniatures wargame produced by the New Zealand company Battlefront Miniatures Ltd.[1] The 1st Edition set of rules was published in 2002.
Flames of War allows players to wargame company level battles from the European, Pacific and North African Theatres of World War Two, using 1/100 scale miniatures (15 mm figure scale) and miniature armour. In the 1st Edition rulebook basic army lists were provided for the mid-war period (1942â1943), while Battlefront published early (1939â1941) and late war (1944â1945) army lists on their website (subsequently these early and late war lists were removed). The 2nd Edition of the rulebook was published in 2006. The 3rd Edition of the rules was released on March 10, 2012. The 4th Edition rules were released in March, 2017.
Gameplay[edit]
Gameplay takes place over a series of turns, with players alternating movement, shooting and close assault. This simple sequence of play, often called 'I-Go, You-go', helps people who are unfamiliar with wargames or who are familiar with other games with a similar structure to quickly learn the rules. The game is optimised for two players, although it can be played by a larger number of players playing against each other or grouped in teams[2].
Play revolves around company-level tactics, with each stand or element representing an infantry fireteam (half-squad/section), an artillery piece and its crew, or a single vehicle (such as a tank, jeep, or armoured car). Air support is also available, in the form of fighter bombers (like the Hawker Hurricane) and ground attack aircraft (like the Ilyushin Il-2 'Shturmovik'), with aircraft generally being represented by 1:144 scale models.
The main rulebook has numerous scenarios players can use for their games, with all of these scenarios centered on capturing objectives. Additional army sourcebooks contain further scenarios, usually centered on historical events relevant to that particular book. Game play utilizes six-sided dice to pass various skill tests used to shoot at enemies or pass motivation based tests. Movement distances and weapon ranges are provided in both inches and centimeters and are usually measured with tape measures or other measuring aides. Tokens are used to indicate pinned down troops, bogged down vehicles etc.
Current army sourcebooks are based on particular campaigns and include army lists for the German (Wehrmacht) forces (such as Afrika Korps, Waffen SS and Luftwaffe ground troops), the U.S. Army (including Rangers and Airborne units), the armies of United Kingdom and Commonwealth (India, Australia, Canada, South Africa, and New Zealand), the Red Army of the Soviet Union, (including the Soviet 8ya Gvardeyskiy Strelkovy Korpus), the Italian army (including elite Bersaglieri and Paracadutisti, regular Fucilieri, and fascist Blackshirts paramilitaries), as well as nations that played as smaller role such as the Poles, Hungarians, Finns, Romanians, as well as the Japanese and United States Marines for the Pacific Theatre campaign.
Flames of War provides players who are interested in World War II wargaming but lack an in-depth knowledge of the period with a 'one-stop shop'. The rulebook and sourcebooks provide not only the rules of the game and scenarios to play but also background material on historical forces and battles and simple guides to organising, assembling, and painting miniature armies.
Rules and sourcebooks[edit]
Battlefront divides World War II into three periods. Early-war (1939â41), mid-war (1942â43) and late-war (1944â45). Each period has its own point values aimed at recreating actual battle situations that would have occurred during the respective time periods. Sourcebooks are compiled to represent forces from one of the time periods, some only cover specific battles (Blood, Guts, and Glory, Devil's Charge, etc.) other books cover broad campaigns with lists that span multiple years (North Africa, Eastern Front, etc.).
To play Flames of War you will need a Rulebook and a Source book containing Army Lists. The current rules are found in the Fourth Edition Rule Book, of which there are actually two. One covers the Early War and Late War periods and helps players effectively upgrade their Third Edition armies to Fourth Edition rules. The other rulebook covers the Mid War period only and sourcebooks containing army lists have now been released to accompany this new Fourth Edition. For tournament play, players are typically allowed to include either (depending on the tournament organizer) Third edition source books and selected 'Web Briefings' published on Battlefront's web site, or, Fourth edition source books during this period of transition.
Fourth Edition Rulebooks, Starter/Army box sets and Sourcebooks[edit]
Early-War period Sourcebooks[edit]
None have as of yet (Jan 2020) been released yet but you can still upgrade your Third Edition Armies by using the Fourth Edition Rulebook specifically covering the Early War and Late War periods.
Mid-War period Sourcebooks[edit]
Late-War period Source Books[edit]
Third Edition sourcebooks[edit]
Third Edition Sourcebooks are currently being replaced by Fourth Edition Sourcebooks, however during this period of transition you can upgrade your Third Edition Armies by using the Fourth Edition Rulebook specifically covering the Early War and Late War periods.
Cleopatra is an add-on to the basic Pharaoh game. That means that you have to have the Pharaoh already installed on your hard-drive, while the music and other data are downloaded from the Cleopatra CD. Apart from the known options of the old campaigns in Pharaoh, Cleopatra offers four brand-spankin' new campaigns for us to toy with. â Pharaoh + Cleopatra bundle includes Pharaoh and Cleopatra: Queen of the Nile expansion. â A city-builder gem, made by the creators of the award-winning Caesar III. â Extensive help section not only does an excellent job at explaining the game mechanics, but also contains many interesting facts and trivia about life in Ancient Egypt. Pharaoh and cleopatra download.
Early-War period[edit]
Late-War period[edit]
Second Edition sourcebooks[edit]
Some, but not all, Second Edition Sourcebooks have already been replaced by Third Edition Sourcebooks. Those that have not already been replaced by Third Edition Sourcebooks are currently being replaced by Fourth Edition Sourcebooks, however, during this period of transition you can upgrade your Second Edition Armies by using the Fourth Edition Rulebook specifically covering the Early War and Late War periods.
Early-War period[edit]
Mid-War period[edit]
Late-War period[edit]
Both Grey Wolf and Red Bear have been revised, and are current to 3rd edition rules.
First Edition sourcebooks[edit]
These books have been replaced with the sourcebooks listed above which reflect the 2nd, 3rd or current 4th Edition rules. All of these supplements below are now out of print. Battlefront provides updates on their website that detail the changes between these old sourcebooks (but not the first edition rulebook) and the new mid-war army lists provided in Afrika and Ostfront. With these changes, players may continue to use these (corrected) sourcebooks for tournament play in the mid-war period.
Web briefings[edit]
Battlefront publishes additional army lists on their web site.[5] These lists are official Battlefront lists and are eligible to be played in many tournaments. Additionally, Battlefront will host 'unofficial' briefings developed by fans, although such lists are generally not eligible for tournament play.
Models and Availability[edit]
Battlefront Miniatures has released a line of multi-part metal, resin, and a growing range of plastic models, at 15mm/ 1/100 scale, for use in playing Flames of War. This includes models for ground forces, such as infantry, vehicles and field guns, along with a limited range of 1/144 model aircraft. The models are sold in blister packs and assorted boxed sets with 3-5 models each.
Other manufacturers, such as Plastic Toy Soldier Company, which produce 15mm figures for war gaming World War II, which can be used in addition to or instead of Battlefront's figures, in either private or tournament play. Battlefront allows the use of third party models, even in officially run tournaments, something which is rare among the community.
Tournaments[edit]
Battlefront supports the tournament scene that revolves around Flames of War. Flames of War tournaments are held across the world and through the Flames of War website players have access to listings of upcoming events through the Flames of War Events Calendar. Each area of the world has a specific events calendar that players can use to find events near them. In North America Battlefront promotes a National Tournament Season in which winners of regional tournaments are qualified to play in any of the three National Tournaments. Players winning an Overall Championship or Best General Award from the three Nationals receives an automatic invitation to the North America Masters tournament. Other spots on the Masters Tournament are filled by the top ranked players on the Rankings HQ website. Individuals, clubs, or shops wishing to run a Flames of War sponsored tournament can contact Battlefront through Battlefront's website.[6]
Reception[edit]
William Jones comments: 'Historical miniature gamers will certainly continue the quest for the perfect new rules systems â the same quest that, in part, brought Phil Yates to create Flames of War. But his marvelous design offers quite a lot, especially to those tabletop tacticians who long for a game where strategy is dominant, who want to dedicate more time to plotting a battleplan and less to worrying about the rules. Flames of War boasts a wonderful balance between speed of play, detail, and flavor.'[7]
Successor games[edit]
In November 2009, Battlefront announced Flames of War Vietnam - The Battle for la Drang. This rule set was released in Wargames Illustrated Magazine #266, and received a limited release of supporting models. In April 2011 Flames of War Vietnam was made a permanent rule set when the first sourcebook was added as a free addition to Wargames Illustrated Magazine #282, along with the re-release of the original miniatures (In new packaging) and several new box sets. In March 2013 the first softback released through the Flames of War brand rather than Wargames Illustrated was released. This book contained several lists previously seen in releases from Wargames Illustrated such as those for the United States as well as PAVN and will be supported by a full range of models. New forces include those from ARVN, the ANZAC Brigade sent to Vietnam, as well as new force diagrams for the United States and PAVN.
See also[edit]References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Flames_of_War&oldid=934002250'
Flames of War is a tabletop wargame, first released in 2002, by the New Zealand company Battlefront Miniatures. It recreates the fighting in the European and North African theaters of World War II using 15mm scale models. There are also expansions that cover Vietnam, World War 1, and the Arab-Israeli Wars. Play simulates combat between company-level forces, with each stand of infantry typically representing half a squad. In the last year or two its popularity outside its homeland has skyrocketed, and it is moving rapidly on its way to joining
Battlefront Miniatures itself has become fairly popular in comparison to other well-known companies, as they have given their blessing for players to use other company's products in games, even allowing them in tournaments; and for making many of the army lists available on their website. Also the prices from the company aren't that high ($52.00 USD is pretty good for 2 Rifle platoons, a weapons platoon, a Company command squad and a few bazooka teams), and in addition to that, most of the stuff you own can be mix-and-match as those infantry platoons you own can be used with your armoured companies and vice versa. Also, as infantry don't really change much, and since at 15mm it's hard to tell what they are equipped with anyway, you can use your infantry platoon/company throughout all war periods, and can proxy them as mechanized (provided you have the transports), paratroopers, ect. with ease.
Rules Basics[edit]
If you've played any other tabletop wargame, you should be halfway to knowing the rules for FoW, its just a matter of the squirrelly parts. Some of the major points are:
List Building[edit]
Note that all lists are based off historically based equipment at a specific point of time, even if that equipment was unique or incredibly rare.
Army lists come in three different flavours: Infantry, Mechanized, and Armoured. Each 'codex' will normally feature multiple nations, and each nation will usually have different organization charts that let them take any of the three flavours of list. The differences between organization charts is that they dictate the base requirements of a list, the motivation and skill level of your list, and the 'weapon' and 'support' options your list can take.
However it should be noted FOW tends to allow and even promote ahistorical parings and combinations. This includes allowing indirect artillery to be present on board and act in an anti tank role as well as artillery function. Quantities tend to be over exaggerated. For example a company of infantry can have access to tank or artillery resources that would usually be assigned to a battalion or brigade in real life. There is also no limitations in terms of forces assigned so your company may end up being supported by units from multiple other formations regardless of historical practice.
Sample Army[edit]
Let's say you want to build a force from the Army book 'North Afrika.' This book comes from the Mid War period, which means you can only use it against other Mid War lists. You would then pick a nation, in this case we will pick Americans. You then go to the American section of the book to see which organization charts you can pick from. Here you can choose from an Armoured company which uses Sherman Tanks, a Mechanized Company in armored half-tracks, an Infantry company, or a paratrooper company. Here we choose the Infantry company. This means that you must now adhere to the organization chart that comes with this company. Choosing the Infantry company means that your force is Confident trained (it will say this in the book)
Next, you pick the platoons for your force, starting with the required ones. You must take a Company Commander with a 2iC, and two infantry platoons. An average game of Flames of War is about 1500 points, so this is what you will plan for. You look at the first entry, and the Company HQ has the option to take two bazooka teams with him for a few extra points. The extra firepower seems useful, so you take him and the two bazooka teams. You now look at the combat platoon requirements. You MUST take Two Infantry platoons, with the option to take a 3rd. Now you look at the Infantry platoon entry. There is option of taking the infantry platoon with either 6 rifle teams plus a platoon command rifle team, or 9 rifle teams plus the command rifle team. You also have the option for a bazooka. Since you will want a solid foundation for your army list (and so you can get your platoon count up), you take the two minimum infantry platoons PLUS the extra platoon, all at full strength. You also take the optional bazooka teams for added anti-tank capability.
Next you look at the optional weapon platoon options. The organization chart says that you can take one mortar squad, one mechanized platoon, one truck platoon, one machine gun platoon, one weapons platoon (this platoon comprises of light machine guns and light mortars), 2 anti tank platoons (armed with light anti tank guns, although one can be medium according to the entry) and 1 engineer platoon. Since you will want your list to have a barrage template for pinning down the enemy or launching smoke, you choose the mortar platoon. After looking at its entry you see that you can either take 4 mortar teams plus a command rifle team and an observer rifle team, or 6 mortar teams plus a command rifle team and an observer rifle team. It has the option to take two bazooka teams and a car for the observer. However, since the mortar platoon would sit further back, you pass on the bazooka teams, which are only effective at close range. You also pass on the car as the observer needs to be stealthy and hidden, which is harder to do with a jeep or car.
Lastly, you look at the Divisional Support options. You can choose Air support, Artillery support, another medium anti-tank gun platoon, a tank hunter platoon, a Sherman platoon, a paratrooper platoon, an anti-aircraft platoon, a mobile anti-aircraft platoon, an engineer platoon, and a scout platoon. You choose the artillery platoon since the Americans get nifty special rules that boost the effectiveness of their artillery. You then pick limited (which is actually the medium option) air support to drive off enemy air support. Noticing that your army is lacking anti-tank, you take a Sherman Tank platoon to add a punch to your force, and a unit of medium anti-tank guns, which you could have also taken in the Weapon platoons section.
Doing this, your force consists of:
You have 7 platoons, 3 of which are combat, 1 of which is a weapons platoon, and 3 of which are divisional support platoons.
Organization[edit]
Rather than try to balance, say, the German army that invaded Poland in 1939 against the Russian army that rolled into Berlin 6 years later, the game is divided into three periods:
In this respect, it is significantly more intelligently designed than its retarded cousin, which shall remain nameless *cough* Bolt Action*cough* It is still lacking in historical accuracy
World War Two[edit]Early War[edit]
Covers everything from the beginning of the war until the end of 1941. Available forces are Germany, Great Britain, the USSR, Imperial Japan, Finland, Italy, France and Poland. Typically most forces are less experienced and so there are very few forces (outside of the Germans, Finns and Japanese) who have 'veteran' units. It's actually one of the most 'balanced' periods of the game, and so is actually fairly popular. While most of the overall game is balanced, and each period is balanced, in this period every tank has a reasonable chance against other tanks (unless you're those British, Soviet or French faggots who take Matildas, T-34's or B1s- but then you'll have 4 models on the table, TOPS, and they can be easily beaten in assault by engineers). When the Germans get the later Panzer IIIs they can easily take out the allied heavy/infantry tanks, if you're willing to pay a boatload of points for a glass cannon.
Mid War[edit]
Covers 1942-1943. Poland becomes a British force while America comes in. Probably the most balanced period, with the only real cheese being the T-34 spam that the Russians can use, as amusingly enough they can almost take more tanks than you can get bases of each nation's commando/paratrooper equivalent. Lack a lot of flexibility due to the rules for Russian tanks.
Late War[edit]
Covers 1944 to the end of the war, up to April 1945. Includes most of the 'Iconic' battles of the war, like the invasion of Normandy, capture of Paris, Operation Market Garden and the Battle of the Bulge. Lots of hilarious units like the Kingtiger and Panthers. Large number of special rules makes this period somewhat more 'gamey' than mid-war.
Vietnam[edit]
What started off as a few army lists published in wargames illustrated evolved into the newest period expansion, with the current book being 'Nam. NVA list is pretty standard guerrilla stuff but there is an option to run an ironclad battalion (tank battalion) with soviet make tanks and apcs, despite these kind of forces being extremely rare and only really utilized once the Americans withdrew combat forces. The American/ANZAC/South Vietnamese lists have access to helicopters as well as tank, mechanized cavalry, and infantry lists. Basic rules also change somewhat, and it seems like company-level combat doesn't really work that well for this conflict. Very few players.
Arab-Israeli Wars[edit]
Currently focused on tank battles during the Six Day War in 1967, which pits upgraded WW2 American tanks versus upgraded WW2 Soviet tanks as well as more modern vehicles such as M48 pattons, centurions, and T-54/55s. No helicopters here, but it does have rules for jet aircraft and night-vision equipment. A lot of people like it because it just takes some tan paint to turn a Late War or Vietnam unit into one that fits this setting. The rule set was first released in 2013 as a wargames illustrated supplement called Fate of a Nation, with tank company lists for Israel, United Arab Republic (Egypt), and Jordan. In late 2014/early 2015 it was re-released as a theater book with revised points and additional lists for Israeli Sayaret (Recon) and paratroopers, and UAR and Jordanian infantry fortified infantry companies. It has been expanded to include the 1973 Yom Kippur War. Plays like a mix of Team Yankee and FoW; with the aircraft and range of Team Yankee but only a little more lethality than your granddaddy's Shermans.
How To Play Flames Of War OnlineGreat War[edit]
Currently only one book, focused on the first tank battles of 1918. Army lists exist for the British Empire, France+Belgium, the United States and Germany, with sides having access to the first tanks, known better as 'landships' back then. In August 2014 saw the release of German and British army boxes, supporting kits, and terrain, including craters and a trench-line system. August 2015 saw a full book with German, British, French, and American lists as well as new missions. The most recent edition, 'Great War' makes stat updates in the veins of V4 Flames Of War and gives you even more ways to send young men to die aimlessly in the fields of Europe.
Unsurprisingly, this is the 'safest' game by Battlefront. You may have tanks that literally delete anything else from the table, but the strategy of hiding in trenches and depressing charges into machinegun fire define the period, and the game as a whole.
Team Yankee[edit]
Named after the book by Harold Coyle, the newest addition to BF's expanding list of non-WWII theaters, focusing on a hypothetical WWIII with the Warsaw pact vs NATO in the Fulda Gap and soon, the North German Plains. Future expansions in 2019 will expand the war into the Middle East.
On the NATO side are the Americans, British, West Germans, French, Canadians, Dutch and the ANZACs. On the Warsaw Pact are the Soviets, East Germans, Poles and Czechs.
Team Yankee uses a ruleset based upon standard Flames of War, but is different in many details and noted to be quicker and more violent than standard Flames of War. No word yet if that means that one side nukes the other if they lose, something that NATO actually was planning to do.
THE most popular offshoot of Flames of War, but still a smaller game than it's daddy (just ignore the fact that it has the largest presence on 1d4chan).
Here is the link to the Team Yankee page: https://1d4chan.org/wiki/Team_Yankee
Armies[edit]
FoW supports most of the major military powers that fought in WWII. The following is an absolutely completely unbiased list of those that are currently available.
United States of America
Built around vehicle spam, heavy artillery, and a seemingly endless supply of bazookas. In Late War the US has advanced technology and elite formations. They are considered a rather powerful force in this period due to their powerful artillery, access to veteran forces, and teleporting tank destroyers (not even kidding about that last one). Americans excel as attackers, BUT are reasonable in defense as you can take a fair amount of footslogging infantry backed up by armour and artillery. Americans get special rules that mainly boost their shooting, but also have minor boosts that let them be more mobile. They also export a lot of their cool toys through Lend-Lease, so it is possible to field a completely different Allied force using American equipment.
How To Play Flames Of War Free
Great Britain
Jolly old Angloterra and her Commonwealth mainly field bland looking masses of brown and drab paint. They are good all-rounders, and are especially good in assaults. One of their biggest draws is that Great Britain isn't just England- you can also field Scots, Irish, Indians, Canadians, Nepalese, Australians, New Zealanders, and Maoris. The British are tough in defense and
Soviet Union
The only army a fa/tg/uy should ever play. Massive numbers of weak troops, backed by plentiful tanks and artillery, and driven forward by Commissar teams. To give you an idea of how much you're going to be outnumbering your opponent, most armies are a 'Company' made up of 'Platoons'. Soviets field 'Battalions' made up of 'Companies'. Chances are you will fill up your side of the table with your forces, so I hope you enjoy assembling and painting those little basta- *BLAM!* fearless defenders of the motherland. Later Soviet formations get smaller and more skilled, able to both dish out and take a beating. Soviets prefer direct and simple tactics where their overwhelming numbers and firepower can be brought to bear. Their special rules are mainly negative, but that allows you to take FUCKHUEG amounts of them. It is also notable that they lack smoke, resulting in a tactic where Soviet players take so many throwaway tanks that the amount of burning wreckage they make is an acceptable replacement.
Germany
The Nazi state might have produced some of the most horrific evil ever seen or done by man, but they also forged a war machine with enough discipline, training, equipment and fighting spirit to seize and hold virtually all of Europe and take on most of the world, basically by themselves, for over five years. German forces feature the Heer (Army), Luftwaffe (Air Force), Kriegsmarine (Navy), the Waffen-SS (Armed-Protection Squadron), the Hitlerjugend (Hitler Youth) and the Volkssturm (People's Assault). Their quality ranges from extremely good to extremely bad, with the latter becoming more common in Late War, when the German military was rapidly running out of guns, bullets, fuel, vehicles, time and ability to train new troops, etc. and were generally just throwing together whatever they could. The stern discipline and tenacity of the Heer is plenty visible, as is the skill and daring of the Luftwaffe's airborne troops and the extreme Villainous Valor of the Waffen-SS. The Volkssturm, a pitiful last-ditch effort to stave off defeat, is just a bullet-sponge militia, and the mobilized boys of the Hitler Youth have been soaked in Nazi propaganda for years and just don't know any better.
German forces were driven to extraordinary lengths by Hitler's decision to try taking on basically the entire world at once, but the upside is that snazzy German engineering; there are literally over a hundred different vehicles to choose from. Most German units will win one-on-one with their Allied counterparts, but will usually be outnumbered by a noticeable margin. Also, there's several lists that lets you field an army of nothing but Tiger or Konigstiger tanks, so that's cool too. Germans have great tactical flexibility and firepower but don't stand up to attrition very well. Their special rules are very newbie-friendly as they pretty much ignore the rules about platoon command teams, since if one dies, they can 'appoint' a new platoon commander without having to have the Company commander or second in command there.
France
If you enjoy sitting back and dragging out battles, France is the country for you. Usually they field a static army of soldiers with low morale, able to blow the shit out of the enemy with their special snowflake artillery. Enjoy laughing in the face of your opponent as you pore over complicated tables every time you shoot something. In addition, you can also take giant indestructible tanks, or get your Fearless Trained African soldiers to do your dirty work for you. Their special rules REALLY favour the defense, as both infantry and armour alike are unsuited to attacking. One special rule allows your servant to move your objectives closer to you, and another gives all colonial troops an advantage in assaults so you can sit back in your trench and enjoy your wine and cheese.
Those collaborating Vichy surrender monkeys don't really appear, and for that matter, neither do Free French, either. The former was relegated to a support role at best and the latter had no ability to produce updated French-designed and made uniforms or equipment and thus pretty much would be American units on the tabletop anyway.
Italy
Ah, yes- the Italians. The ally Germany asked for but wound up wishing they'd never gotten. Italy shares the massive numbers of weak troops with the Soviets, but lacks the supporting equipment. Don't expect any decent tanks unless you take German allies (Semoventi are one of the few Mid-war SPG Artillery units the Axis can take as a core Formation, and just happen to not be subject to the whims of the Dice Gods when determining just how bad they could be, cuz Italian Arty are Veterans). The only tanks in the entire war that were definitely worse were those fielded by Japan (and theirs were basically made of paper). The Italians could fight extremely well when they wanted to, but the Italian people as a whole were not as fired up for an all-out war as Mussolini wanted them to be, and so the motivation and skill of Italian forces varied widely. Hence the special rules that give random motivation/skill ratings to their platoons, which can lead to hilarious lists where you either have elite hordes of Fearless Veterans or untrained masses of Reluctant Conscripts. Depending on the table you roll on, it's usually geared towards Confident Trained or Reluctant Trained. Still, absolutely hilarious for both sides when rolling.
Japan
Tactics for V4: japan flames of war
Finland
Despite lacking the equipment and vehicles of the other powers, the Finns are still a force to be reckoned with. They get a huge advantage in Winter and Forest terrain, and are usually rated Veteran, even in the early war. They field a mix of Soviet, German, and WW1-era equipment. You need balls to play these guys, as you can't rely on numbers or special rules to win the day. Their armored company is considered one of the most challenging lists to play.
Hungary
Romania
Mainly focused on infantry and cavalry, with hilariously underpowered vehicle options. They get random motivation like Italy, and can also take a lot of allied equipment. They are unique because they switch sides after being conquered by the Soviets in Late War, so Romanian players can choose between German or Soviet allies, while quietly wondering why they're using Early War equipment in 1944. (Because historically, both sides fucked them over when it came to getting anything that was up to date/harder to produce)
Poland
The poor Poles have it even worse than the Finns. They have okay equipment, especially for Early War, but you will find yourself stretching to get your units to fit all the roles you need. You can try to impersonate the Soviets with masses of weak infantry, but their real advantage is in the great balance of their units. They can hold their own in assaults, and tend to excel in defense. In Late War, they have the legendary Armia Krajowa, which beats the Finnish armour company for the position of hardest list in the game. It's literally a bunch of armed civilians with whatever German stuff they could get their hands on, and it would come as no surprise if Sun Tzu himself couldn't win a game with them.
NOTE: The game balance in this game is actually really good. There is no 'best army,' just strong lists. Lists are usually strong against one type of list and are countered by others. Eg: Commandos are an elite British list that are awesome against raping shit in melee, and are fearless veterans, but they are expensive and you can't take many of them, meaning you get absolutely raped by horde tank lists like the Russian lists.
Homebrews[edit]
Supposedly there is also a Falklands War homebrew in the works.
There is also a Girl und Panzer homebrew which is seriously in need of a new revision, which is designed to be it's own separate game. However, depending whether you are a truly pure-blood historical gamer or if you don't mind animu this could be extra heretical.
There is a project to update V3 with some of the good rules changes from V4, and fix some of the jank (arty park). Link here.
Gallery[edit]
How To Play Flames Of War 2External Links[edit]How To Play Flames Of War Pacific
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