Flames of War: Back Surgery Edition

Flames of War SCANS database:
mediafire.com/?8ciamhs8husms
---Includes our Late War Leviathan rules!
Official Flames of War Free Briefings:
flamesofwar.com/Default.aspx?tabid=108

Current Veeky Forums fan projects - Noob Guide &FAQ, and a Podcast
drive.google.com/open?id=1eD3nkA51ddl3nmltKg0zsnfrOUhlWgcc4h5aqz-RFqw
Quick Guide on all present FOW Books:
wargames-romania.ro/wordpress/wargames/flames-of-war/flames-of-war-starting-player-guide-the-books/

Archive of all known Panzer Tracts PDFs: mediafire.com/folder/nyvobnlg12hoz/Panzer_Tracts

WWII Osprey's, Other Wargames, and Reference Books
mediafire.com/folder/z8a13ampzzs88/World_War_Two
and, for Vietnam.
mediafire.com/folder/z8i8t83bysdwz/Vietnam_War

--Guybrarian Notes:
docs.google.com/document/d/1eD3nkA51ddl3nmltKg0zsnfrOUhlWgcc4h5aqz-RFqw/edit?usp=sharing

400gb.com/u/1883935

Panzerfunk, the /fowg/ podcast.
panzerfunk.podbean.com/

[Vimeo] The Fallen of World War II

flamesofwar.com/Portals/0/Documents/Briefings/CariusNarva.pdf

flamesofwar.com/hobby.aspx?art_id=1949 the Azul Division: no longer linkable off the main page

Which army do you play the most?
strawpoll.me/4631475

what actual country are you from?
strawpoll.me/4896764

Other urls found in this thread:

m.warhistoryonline.com/world-war-ii/germans-stationed-near-north-pole-last-surrender-september-1945.html
twitter.com/NSFWRedditImage

...

>tfw some nazi fuck sent you to guard the north pole and nobody tells you the war is over for 3 months

m.warhistoryonline.com/world-war-ii/germans-stationed-near-north-pole-last-surrender-september-1945.html

The Weather Wars are about as obscure a campaign as you could find in WW2

Question: How i am supposed to base a schwimmwagen platoon? some places says it is like a motorcycle platoon but in the FoW site they show the SS-Tank-hunter Platoon/SS-Scout Platoon with single based schwimm for each team without caring about if it is a command or normal team.

Normaly a command team uses a lone bike in a medium base and the MG/SMG team 2 bikes in a large base. Even the platoon diagram of that unit show this.

Now the unit i want to base is the HG Aufklarungsschwadron from the Gray Wolf digital, and in the platoon diagram its show 2 schwimm per team even the command one so that means 7 larges bases with 2 Schimms?

Two of them on a Large Base.

I would say base them as most other MC Recce platoons, 6 large bases with 2 vehicles each, 1 medium base with 1 vehicle for the commander. I have no idea what-so-ever as to why they show 2 cars for the command teams, but my money is on Battlefront fuck-up

>your wife is probably sucking US dick for cigarettes at that point

at least it's not the Russians
;_;

Is this golden gaytime?

So for a complete company i need 28 schwimmwagen, oh good something like 160 dolars.

more like a gobstopper

DO IT
schwimmwagen a cute!

You might be able to get them cheaper from Command Decision, skytrex, QRF, or old glory.

no that's an icecream.

...

How'd folks rate the command decision stuff? Looking at it they have "Russian Cavalry" which might be what I'm after since there's a seperate "Cossack cavalry" entry, and if it's really 50 pieces in a pack that's a damn sight cheaper than battlefront even if they're counting the horse and rider as seperate pieces.

Pretty much. 41 if you want the third platoon.

Have fun.

...

>implying Britain isnt pulling its own treason day right now

laughingcolonials.gif

So i want to play a mixed tankovy, what should i use as medium tank company? Lees or T34s? Lees have AT 10 guns and a little peashooter on the head that can still be useful against guns and infantry but they have FA 5 while T34s have only AT 9 guns and limited vision but they have wide tracks, fast tank and FA 6.

Guys what do you think about this 1750 point list:

HG Aufklarungsschwadron (Gray Wolf Digital)

CT Company schwimm HQ both with panzerfaust 90 points

CT HG Aufklarung platoon schwimm upgrade+full panzerfaust 275 points

CT HG Aufklarung platoon schwimm upgrade+Command panzerfaust 215 points

3x CT Pak40 130 points

3x CV Panthers 570 points

3x CV Stuh42 295 points

3x CV Panzerwerfer+extra crews 180 points

Total: 1755 points (idk what to drop to make it 1750)

Now i know that the most obvious thing to do would be drop the full panzerfaust platoon or panther platoon. But i really want to try the full schiwmm panzerfaust platoon.

Thoughts?

P.S: The company diagram don't show the option to use the marder platoon but it is in the support option listed in the pdf. Someone know if it is an error that was fixed in something like an errata?

You are running a mixed list, so I would definitely suggest the Lee's. They are cheaper than T-34's and will give you a strong firing line. Use your light tanks to maneuver around and set up the assault with you KV-1's.

If you want to pick a slow cheap tank like the valentine to hold a flank, you could go for the T-34's as a more agressive medium tank option.

I'd just pick the tanks you'd like to see on the board and work your strategy around that. If you bring the valentine, matilda , and KV-1e wall of creeping death please post pics.

varies from "okay" to "oh god what crap"
I personally find their infantry to be a bit too spindly and skeletal. which is probably more accurate to scale, but just doesn't look as good to me. IDK

I was thinking of something like
8x M3 Stuart with AA MGs
10x M3 Lees with long 75
7x KV-1e
3x BA-64
everything FC

personally, I've been fairly underwhelmed by Soviet Stuarts.
I like the Mark IIIs for being bitchytough (flank holder) and further diluting your opponents limited high AT assets.
I like the T-60s for being practically free, but at your point level you probably don't need to use them.

I also like the BA-10M, but understand if you don't want to bother getting those models since you can't really use them in LW.

I like taking the I-153 also. They almost never kill anything, but it's won me games before due to paranoid opponents costing themselves LOS in order to "hide" in forests/ruins. Conscripts get hit whenever they're shot at, so anything that tricks your opponent into shooting less is a godsend.

Anyone knows whats the length of the VSO102T Tall Flight Stand Add-on? I'm making custom flight stands for TY...

Anyone ever use midway monsters?
I fucking love the look of the Dicker Max but I get the feeling most people efuse to play against the men

Anyone had experience with them?

Overkill for MW, TBPH, just use the Horineese, it's like, almost the same thing.

There are good reasons not to use MWM, KV-5 comes to mind, that thing is weapons grade bullshit.

I can't comment on the stuarts as I haven't used them, but I would bring a few less KVs and bring the KV-1s instead of the KV-1e. Wide tracks and standard movement outweighs the extra armor.

Use the points you save from cutting tanks for some heavy mortars. If you don't bring artillery you are going to have to fully rely on your stuarts to pin enemy infantry with mg fire.

Dicker Max in midwar? Pshh... Pick up Barbarossa and you can bring them in EW! Distintegrate T-26s. Laugh at your friends KV list. Spend hours trying to find points for the rest of your list.

His list is FC so I would like to recommend trained katty rather than conscipt heavy mortar for the purpose of pinning infantry.

9 hours to go and it's jumped to nearly 22k pounds.

Potential last 8-hour surge to get the 3k needed for 15mm sextons?

The only MWM I have any interest in is the Turan, because it was actually issued to armored units in Midwar, although I have no idea when it first saw actual combat.

Don't know what they call icecreams where you come from, mate, but if I'm perfectly honest that looks like a public gay blowjob to me.

I have had experience playing MWM. The look of your enemies face as 3 KV-5s come on the board is hilarious. I've never made a game store hate me so fast.

What are some tips for a new player who wants to run an armored list? Any tactics I should be aware of on the table?

What nation are you thinking of playing?

Tank tactics tend to vary quite a bit from nation to nation.

the bigger the tank, the harder it falls. Running a list with heavy tanks is far trickier to run than mediums because if you screw up, things go south fast.

Infantry will beat the hell out of your tanks at the worst time. They will pass that tank terror test at the worst time for you. Be especially wary of pioneers and Germans in particular.

Tanks need support. Be that tank escorts to let them swing twice as hard in assault, recon units, breakthrough guns, or just an insane amount of shots, you need something besides AT guns to kill infantry. Not to mention fighting enemy air or artillery assets which can ruin your day, or worse, ambushing PaK 40's, the bane of many an allied player's existence.

I was thinking America but aren't they mostly late war? Does that matter?

US troops are in LW and MW, though honestly what period you play is going to depend on your group. If you're trying to start a group, you can pretty much pick whatever period you want (though LW is the most popular).

...OP of next thread should add a poll for favorite era, would be nice to see the results.

Honestly most people play LW because of all the toys. What era do you want to play?

They've got a decent selection in Mid-war list wise.

Smoke and timing are your friends. You have resilience and speed, use them. Focus your attacks, and coordinate them well. You don't have numbers, but you do have individual strength.

>most people
That's a meta-specific opinion.

Probably Late War. I keep hearing about Germany and Soviets having ultima Tanks that make everything eat a shit sandwich with no bread. I'd like to run America as they'd seem fun to play but I don't want to invest in an armored army that's just gonna lose.
Maybe I'm worried about this far more than I should be.

>Patton
Americans have some of strong LW armored lists. They get a lot of special rules in LW to help them out.

Point taken, but I'd dare say LW metas outnumber midwar metas.

>Soviets having ultima Tanks
Soviet tanks are pretty shit DESU

If anyone wants to spend 3k pounds on PSC stuff in the next 7 hours, now's your time to be an hero.

>Maybe I'm worried about this far more than I should be.
You are. As long as your list composition isn't absolute junk, you'll be ok. The game, for all it's flaws, is surprisingly well balanced. 40K it 'aint.

I guess it doesn't help that my intro to wargaming was running IG Lemans and getting fisted by Flyrants and Ultramarines. I wanted to be a Tank Commander in 40k but that didn't turn out well.
Tbh, my disillusionment with 40k is what attracted me to FoW on the first place. That, the 10mm scale, and single tanks not costing $50 were all factors.

just a heads up, FoW is 15mm. There's stuff out there at 10mm believe it or not and it wouldnt match fow.

By the way make sure you look at all the brands that sell 15mm WWII models, because battlefront isnt the only company. Zvezda and Plastic Soldier Company have some good options for Americans in plastic that Battlefront doesnt make yet

Thanks for the heads up.

Since it didn't get any comments last thread, repostan. Plz rip to shreds.

Only two of those are bread, Captcha. Stop trying to make me select the cookies.

hail satan

>Using them without permission makes you a cunt.

I laughed out loud. Perhaps it needs rewording into something less vulgar, but it certainly gets the point across.

>Tulip rockets
They add a +1 to hit, but ignore normal shooting rules and use a skill test.

I don't think those rules combine that way. Skill tests don't normally get more difficult.

The +1 doesn't apply when doing the skill test (which is ONLY against specific targets), only when shooting them normally. Yes, that means you're hitting buildings, bunkers, and gun teams easily (skill test), and everything else is really hard to hit (normal shooting).

The PSC 25pdr Kickstarter ends soon, and I'm thinking of picking something up with it. Any good models to get? Preferably those that look better/more historically accurate than their BF counterparts.

I'll edit the tulip rules to clarify what's going on, since I see how it can be unclear.

For the opening bit, once I'm confident enough in the balance of this to show it beyond Veeky Forums (and/or once people start using it), I'll change it to something less vulgar.

Suggestions on something suitably British and insulting without being vulgar are welcome.

"Make you a wanker"? Mild swear in the UK, not a swear everywhere else.

another noob asking question.
been lurking and had a few demo games.
Want to dive in with some soviet heavy SPGs. Using the assualt gun list in redbear.
Is this an alright army.

Tyazhelyy Samokhodno-Artillyeriyskiy Polk HQ (p.103) - CinC IS-2 obr 1943 (135 pts)
- .50 Cal AA MG (5 pts)

Compulsory Guards Heavy Assault Gun Company (p.103) - Command ISU-122, 2x ISU-122 (345 pts)
- 3x .50 Cal AA MG (ISU-122 or ISU-152 only) (15 pts)

Compulsory Guards Heavy Assault Gun Company (p.103) - Command ISU-152, 3x ISU-152 (410 pts)
- 4x .50 Cal AA MG (ISU-122 or ISU-152 only) (20 pts)

Tankovy Company (p.22) - Command T-34 obr 1942, 4x T-34 obr 1942 (215 pts)
- Add Cupolas to all T-34 obr 1942 (10 pts)

Strelkovy Company (Guards) (p.26) - Command Rifle/MG, 7x Rifle/MG (160 pts)
- Komissar (15 pts)

Guards Rocket Mortar Battalion (p.140) - Command Rifle, Observer Rifle, 3-ton truck, 4x BM-13-16 Katyusha (110 pts)
- 4x Extra Crew (20 pts)
- 2x DShK AA truck (40 pts)


1500 Points, 5 Platoons

the plan is to have the ISUs and infantry form a defensive line in front of the Katyushas while the t34s run around as a flanking force.

Moderately okay list. You actually want to roll the ISU-152s and ISU-122s forwards against Infantry. Volley Fire activates when you're at short range.

ok thanks.
any changes you'd advise or just using it differently?

No recce, odd number of platoons, minimum sized platoons, and more katyushas than you need.

What books do you guys recommend for an American Armored list? I'm looking at Overlord atm.

Any of them works, but Blood Guts and GLory, followed by Bridge at Remagen, gives you the "best" lists (to the point of broken).

25pdrs funded

>All stretch goal options unlocked except Sextons (but I have a cunning plan....................)


DUN DUN DUUUUUUUUUUN

My full 8 Gun Battery is funded and hopefully will be mine soon. I'll have 16 25pdrs and 8 5.5" for an Artillery Apocalypse.

That's a lot of artillery. Can you even field all that in one company (support company shenanigans notwithstanding)

Nope. Max in one Rifle Company is two batteries, so either 16 25pdrs or 8 25pdrs and 8 5.5". And that's a lot of points that could be used for things like Anti-Tank, Anti-Air, Armour and everything else.

whats wrong woth an odd number of platoons or minimum sized ones?

FoW doesn't actually have a range, and the makers actually mention this in the rules. The only reason they use 15mm is because that's what Battlefront make. It works well at the same measurements for 10mm, jsut as long as your opponents are going into it with you and are also playing 10mm, or even 6mm. It would make 2000-2500 games much less parking lot.

Odd numbers of platoons screws you over for reserves. If you have five, you deploy two hold three in reserve.

And similar for company morale

Also, there is a saying: minimum sized platoons give minimum sized results. For one thing, consider how many teams you need to loose to have to take a platoon morale test (and never assume you're going to make these, experienced players will tell you that you'll fail your fearless morale tests half the time (and your opponent will makes his reluctant tests half the time...)). There is also the matter of how much a platoon can effect the enemy, either in shooting, or in assault. 5 trained teams (your infantry, after a few casualties) in an assault will barely do diddely. 10, on the other hand, can be quite a powerful force.

Oh god after really long time of not playing against LW americans forces it was pretty overwhelming to fight against all those specials rules. (In my FLGS everybody mostly play eastern front)

It is is pretty funny when you know those rules on paper but never played against them.

And it remembered me how mad i was when they buffed the 76mm AT when you compare it with the pak40 and the russian 85mm one.

Yeah russians need some specials rules like those in theirs guard or heavy units.

Can't wait 'til the bulge compilation nerfs them.

I can dream.

Honestly, only Patton really needs a nerfing.

As long as Patton either gets a points increase, or less powerful for his current points value I'll be happy.

>all those special rules
>the later Sherman models are faster than a T-34/85 even though they aren't as far as I can tell
>AT13 because they sometimes had up to two rounds of a specific shell per tank
Also my group was initially ok with Jumbos Lead the Way because we thought they had to be the closest target. Then we looked more carefully and found that placement didn't mean shit it just vacuums up a hit. Then someone took Patton and holy fuck that book did more damage to my group than anything.

Yeeaaaa

Most american stuff is better and more flexible than other national equivalents. The custom-shermans even play into this, because while most nations need to look at rearranging entire units to get a good list, americans can just fiddle the amount of HVSS or M4A3s or whatever. Americans are basically the most points-efficient guys in the game and to top it off have numerous very good special rules.

You can hope for Phil to nerf Patton in one hand, and shit in your other hand. But I can save you the hassle by telling you which hand will fill up first.

>AT13 because they sometimes had up to two rounds of a specific shell per tank
That's consistent with the AP values of most FoW guns. In any case, you don't use those few rounds against most targets. You use them only against the big stuff, so in practise when, in the game, they DO fire at a head, one assumes that they fired the good stuff. Against everything else, they fired something else. All part of the abstraction.

>You may allocate hits to an M4A3E2 Jumbo tank as if it had the lowest armour rating, assigning it a hit before the lesser armoured tanks.

Doesn't to hit number happen before armour differentiation?

>happen before armour differentiation

it does, but if your E8 is an inch in front of your jumbo and they're still both at the same number, the jumbo still gets hit.
he's basically pointing out that jumbos don't actually have to lead the way in order to lead the way

Probably for the best. I'd hate FoW to degenerate into WMH carpentry. If you're really hard up you can position your tanks to block LOS to each other to force hits, or use terrain, or shuffle back a few inches to get some beyond 16.

Does someone have some upgrade cards and "pilot" cards from Tanks! ? Me and a friend want to try the game but we don't want to buy other tanks that we already have a ton of.

I mean, i want to know what the upgrade cards from various exansions do.

yea no it's alright.

>position your tanks to block LOS to each
Is this something you can actually do? I thought you could always draw LoS through enemy teams

Not exactly. The AT consistency only applies where AP rounds are assumed to be the norm (e.g. universally). For some tanks, the AP round was NOT the preferred round the tankers used, and thus it's not represented very well. An example being the ISU-152 (and SU-152). The HE round found a lot of use because it was one of the earliest examples if spalling damage being a potentially viable way of knocking out something you had a hard time penetrating. But in 1944 and 1945 there are quite a few reports of ISU-152 tankers acknowledging that the AP round wasn't preferrd against Tigers or Panthers. Instead they preferrd the heavy anti-concrete bunker buster round (that weighed a total of 56kg), precisely because it was a dense, heavy projectile. One such round went straight through the front glacis of a Panther in Vienna at (iirc) less than 1,000m, and set off the ammunution.

You can always draw LOS through your opponent's tanks, but you can't draw LOS through your own. A gamey, beardt tactic is to "snipe" targets, or nullify potential targets (Jumbo), by parking your own armored car in front of it.

I'm a new player and I'm having a hard time imagining this.

He's referring to using your own tanks to block LoS. Here's an example. You position tank 1 (or some other friendly unit that blocks LoS, like infantry stands or recce or whatever) such that tank 2 can see enemy B, but enemy A is blocked by tank 1. This way, any hit from tank 2 has to be allocated to enemy B.

And then I forgot my pic. Derp.

Easy counter is to hide your important stuff in the middle of your unit (where it's harder to limit LoS to just them), and keep some junk tank in the unit right behind the important one. If there was a enemy C behind B, the shots from 2 could be allocated to either.

>Easy counter is to hide your important stuff in the middle of your unit (where it's harder to limit LoS to just them), and keep some junk tank in the unit right behind the important one.

Also known as "the second most important thing for Soviet tankers to learn how to deal with". The first of course is H&C.

oh

ooohhh

sneaky

But can't Tank A shoot through Unit 1 to hit Unit 2? This just seems like Unit 2 is gimping himself.

If you buy the starter box you get one card for each type of tank that will have rules in "wave 1". So it's worth buying that just box, and then using your own models for everything else.

>The AT consistency only applies where AP rounds are assumed to be the norm
That would seem to be directly disproven by APDS rounds increasing the AP of British guns. They were never universal.
>152
You mean the tank with the very powerful gun that can mulch most targets?
>one such round anecdote
Which can happen in the game.

yes it can, but that's not the point.
The point here is when 1 and 2 are shooting.
Imagine: 1 and 2 are panthers (AT 14)
A is a Jumbo (FA 12) B is an easy8 (FA7, better gun)
The panthers want to kill the e8, but have trouble hurting the Jumbo.
The Jumbo must be allocated the first (eligible) hit.

1 blocks 2's shot to A(Jumbo) because of this, you roll 1 and 2 separately. Any hits 1 gets can go to either (so the 1st must go to the jumbo) but all hits 2 gets must go to B(e8) since A isn't an eligible target.
Now, say, 1 misses his shot, but 2 hits twice, now both of those hits go to B, and the jumbo doesn't swallow a bullet.

That's correct, enemy teams don't block LOF, only friendly teams.
And Unit 2 isn't gimping himself if tank A is a Jumbo, and tank B is an Easy 8. He wants to target the E8, but the Jumbo will bounce anything he throws at it. This configuration forces the hits from tank 2 to be allocated to tank B, because tank 1 is blocking the LOF to tank A. Friendly teams block LOF, so tank 2 can only shoot at tank B, even if tank A has a special rule, or lower armour value.

IOkay, I understand now. I wasn't factoring in allocation of hits... That's fucking ingenious!
Btw, What's a Jumbo or an Easy 8?

a Jumbo is a front armor 12 sherman that has a special rule where it will be allocated hits first, allowing the tank to, in rpg terms, tank.

an easy 8 is the e8 variation of the sherman, significantly upgraded with higher armor and a better gun than earlier shermans