/fowtg/ Cheers edition

Remember to add "Cheers" at the end of post. Also, V4 is coming.
Cheers!

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/

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

Do you play TANKS? what is the local scene / meta like? (multi)
strawpoll.me/12127794/r


docs.google.com/document/d/1JWmbvVANUraO9ILWJZduRgiI9w4ZC3ytNUQE8rK7Xrw/edit?usp=sharing an "i want to get a starter set" for late war.

Soviet Brainstorming Batalon Discord
discord.gg/BfbxDSp

Other urls found in this thread:

theplasticsoldiercompany.co.uk/index.php?main_page=product_info&cPath=93_94_95&products_id=1336
scontent.fxds1-1.fna.fbcdn.net/v/t31.0-8/15723599_1167670770007688_5444783076564961501_o.jpg?oh=4158594cce7a95d0bc1df65af49e177c&oe=59053C69
twitter.com/NSFWRedditImage

V4 so far:

SHOOTING:
- Shooting - either MG or Main Gun
- Shooting at Aircraft - similar to TY
- 8 inches for AA safe zone
- Like in TY - LoS to Aircraft can never be blocked
- terrain like in TY - either tall or short
- 2 inches from the edge of terrain you can see normally outside but you are concealed
- teams in upper floors of buildings see teams outside in buildings not concealed, even in short terrain
- No HE is now +1 to shoot against infantry and guns
- After shooting on Aircraft in enemy turn, apart from no def fire and shooting and assaulting turn after, you may NOT be GtG until the end of enemy's next turn
- When you rotate to hit, you can rotate the turret OR rotate the whole tank 90 degrees
- shooting through smoke is only +1 to hit
- your hits must be assigned to the same type of teams and 6 inches within hit team
- Man packed gun teams and light/medium guns are now 3+ save
- Heavy and Immobile guns are 4+ save
- Aircraft has it's own save now - 3+ usual and shooter needs to pass FP test to kill it
- passengers in destroyed transport retain their usual save - 3+ or 4+
- Everybody get mission tactics
- Warrior save is now 3+
- Unit with 12 or more teams at the start of the shooting step need 8 hits to be pinned
- Commander morale reroll to every unit that is within 6 inches of commander and has LoS
- Flamethrowers do not run out of ammo!
- Breakthrough gun is now re-roll to save, not instant fail

ARTILLERY
- Artillery - you have only 1 Observer, other units may spot depending on army
- May not fire artillery bombardment if you attempted to dig-in!
- aiming point may be on the ground, anywhere observing team can see, no need to put it on team
- No more double width template
- You only have three range in attempts for one observer team, if you range in on first, you may give the rest of range in attempts to another artillery, with penalties for second and third range in
- you hit on enemy rating
- 5 or more guns get reroll to hit
- Staff teams are gone, so everybody have all guns repeat!
- Change to Artillery FP and AT rating depending on wherever you hit infantry/gun team or tank:
on Infantry (older FP/newer FP) - 1/1;2/2;3/3;4/3;5/4;6/4
on tanks (older AT/newer AT) - 6/3;5/3;4/3;3/2;2/1;1/0
- Repeat bombardment may be with different spotting team
- Infantry and gun teams need to re-roll saves when under Repeat bombardment!
- 1 Smoke bombardment per game per artillery unit
- LoS through Smoke is blocked unless you are within 6 inches, otherwise +1 to hit

ASSAULT
- More or less like Team Yankee
- Teams on small bases got +1 to hit in assault
- Infantry choose how to hit tank - top armor against TA2/FP1+ or side armor against any AT weapon you have.
- Shurzen is now Side armor 5 against At weapon with 5 or 6 FP

National rules:

Germans
- Stormtrooper: All German units can now attempt a second, different movement order after succeeding at their first one.
- Tiger Ace: +1 bonus to Last Man Standing and Remount tests; the remount bonus stacks with protected ammo; Formation Commander tank team w/ Tiger Ace rerolls all failed to hit rolls with main gun
- Protected Ammo is now just a +1 bonus to remount checks (remount 4+ becomes remount 3+, etc)
- Begleiter tank escorts now add +1 to vehicles machine gun ROF when target is within 8"; reroll missed hits in assault; get defensive fire against infantry teams sneaking up against tank.
- Stuka zu Fuss: fires like heavy rockets (has to skill test to get full salvo markers or wait a turn, etc); fires large templates
- Reich Divided and Kampfgruppe are gone.

British
- Bagpipes: designate unit in company command that is not 1iC; all units w/in 6" of bagpiper require an extra hit in the shooting step/assault step to become pinned down
- British Bulldog is just a +1 bonus to counter-attack now
- Mike Target: if you successfully range in one the first attempt, you can attempt to bring in a second battery/unit with your remaining range-in attempts; no -1 to this attempt.
- Night Attack: Can only night attack in missions where the defender has minefields; if so, "Night-fighting: Dawn" rules are in effect. Units from the CORE formation may move freely from the start of the game; units from support or secondary formations may not move beyond deployment zone until morning breaks.
- Tip & Run now gives a +1 bonus to shoot & scoot maneuver
- Tally Ho increases score needed to pass tactics test (whatever that is) by 1; tactical speed is now 12" for tank teams w/ this trait.
- Semi-indirect unchanged.

Soviets
- Commissar: allows a reroll of Last Unit Standing, Rally Tests, and Counter-Attack tests as long as the Commissar is w/in 6" of the unit leader. Still has to destroy a stand of infantry to work. This reroll can happen even after the formation commander reroll. Roll of 1 on this test destroys commissar team.
- Infiltration: Soviet units w/ Infiltration are spearhead units. Can get to up to 14" of an enemy rather than 16".
- Steel Wall: Each soviet battery in an artillery battalion operates as a separate artillery unit.
- Volley Fire: Soviet units w/ VF that did not move in the movement phase may reroll failed to-hit rolls when shooting main weapon and w/in 16".
- Shtraft companies can't dig in, ever, and can't benefit from foxholes; pass motivation tests on 2+.
- Cat-killer and Roll up the Guns are unchanged.
- Tankodesantniki: now add +1 to vehicles machine gun ROF when target is within 4"; reroll missed hits in assault; get defensive fire against infantry teams sneaking up against tank.

USA:
- Automatic Rifles - no changes
- Detroit's Finest - adds 2 inches to dash movement
- Dismounted MG remains the same
- Duckbills - turn cross to 2+ but it's slow tank
- Hedgecuters reroll unsuccessful rolls to cross hedge and bocage
- Jumbo lead the way - swap hits using mistaken target rule on 2+ (rather then 3+)
- Smooth ride - give cross 2+ to vehicle
- Stabiliser - remain the same, looks like they are now mandatory (still need to check this)
- TD - Security section and TD are separate units, no ninja decloaking TD :)
- Seek & Destroy - TD may use shoot&Scoot order after another successful order
- ToT - remains, works only on infantry and gun teams
- Truscot Trott - infantry cross country and road dash is +2 inches
- Under command - Leader of unit may act as spotting unit, just like company commander
- Tank Telephones, Hit em with all you got, Column Security, Excellent Communication are gone

Cheers OP!

Cheers,

Judging by the Strawpoll, TANKS is not being played that much regardless of sales. Most feel that it is overly simple. What would you do differently to make this game more interesting?

Cheers

What kind of soviet list synergies well with British and American allies?

What do you mean by allies?

Are you talking about a 2 vs 2 game?

Because normally, a list only contains units from one nation unless it's from a campaign like Market-Garden that had close cooperation between allied forces.

Yes. 2 vs 2.

It's not so much which Soviet list synergizes best with which nation.

It's more about making sure your list and your partner's list synergize.

Cover each other's weak spots.

One of you should probably be focused on attack, and the other on defense.

Americans tend to be good at either.

British tend to be decent at both, but are slower and more deliberate on the attack.

Soviets can do both, but I'd say they lean more towards a defensive list.

And the final thing to consider is what you personally find fun to play.

I actually feel that the Soviet's are more aggressive and can benefit greatly from the superior fire support and smoke from american and British armor and artillery. I think the British/Americans can focus on providing covering fire with their artillery/tanks/tank destroyers/etc. while you can focus on assaulting the enemy with a hero motorstrelkovy or hero strelkovy force. Bring some flame tanks or SU-122s and some Heavy Mortars to pin down infantry while your allies focus on smoking and countering any armor your enemies are fielding.

add infantry, artillery and aircraft

our group is going to introduce reverse gear, and probably turning radius limits...

so, new measuring sticks

i'm still thinking "new game" and i know another who would concur...

Would the maneuver tools look something like x-wing maneuvers. Something like the Armada maneuver tool would also be pretty cool.

yeah, except you could move twice to 180.

you know, like a real tank.

also, Puma gets as much reverse straight as they do forward move...

Hey /FoWG/ i've been meaning to ask.
what's up with the soviets in team yankee?
I expected that they would have a big infantry block rather then selling it company - platoon like the other ones considering it's a horde army

They do have big infantry block boxes? I'm dimly aware of platoon blisters as well but there's no conceivable reason to purchase those.

I mean since they operate at a battalion level a company can be considered a platoon so i was wondering why don't they sell it at max bat, and max company rather than plat and company

Do you aware a max battalion with 3 company requires 37 BMPs and costs 80 points if all the BMPs are BMP2? I do not think the big box will sell much.

Right but they are going from V3 Flames POV of selling Armies to the TY and V4 MW POV that forces are composed of formations which are composed of platoons/companies. Everything is modular now. Also helps keep their number of SKUs down for the new products.

True enough, but some tanks were, and still are absolutely awful for certain maneuvers. Granted, with TANKS' focus on vehicles not too much ado.

I don't play that game, but does the Tiger's absolutely awful turret traverse get modeled in?

For my non-TY gaming, the platoon was handy, but outside of that one time for me, can't see why I would want it.

I didn't mean they had to provide a full company, i just found it weird that they didn't try and ease soviet players with a strict, buy a box mechanized,
then again most people want tanks and it's cheaper

How many people are in your group?

Historically soviets didn't have any allies

Cheers.

Guys, i've made the most burger list ever:

M113 Mech Combat Team
Cic 1 pt
Full Mech Platoon 6 pts
Mech Platoon 4 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts

M113 Mech Combat Team
Cic 1 pt
Mech Platoon 4 pts
Mech Platoon 4 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts
2x M901 ITV 3 pts

Support
3x M109 + Laser Guided Projectiles 10 pts
4x A-10 Warthog 20 pts
1x FIST 1 pt

14 Platoons, 75 pts

Shit, took me a while to notice that was only 75 points. You'd be able to claw away enemy AA defence then A10 with impunity. That aside, T72's hate AT21 ATGM's.


Does anyone have a scan of the Normandy Battles scenario book? I need it for, things...

Fugg and our BRDMs are resin...

Cheers.

I'm confused what you're trying to ask.

You're fucked if you have to attack though.

In Team Yankee we won't see army boxes besides the starter sets. Nearly everything that isn't plastic is being sold in boxes based on how many you can field in a platoon.

Besides for infantry what's the difference between buying multiple company boxes and one larger box?

Did anybody else noticed that Gaskin and Gopher in Volksarmee don't have "Dedicated AA" rule, only "Guided AA". Is it error or BF just fucking up Volksarmee more?

Guided AA also lets you fire at full RoF and in your opponent's turn, so it'd be redundant.

>Guided AA also lets you fire at full RoF and in your opponent's turn, so it'd be redundant.

From the TY rulebook - Guided AA weapons are Guided weapons that cannot target Tank or Infantry Teams.

Dedicated AA give full RoF for shooting aircraft.

Unless it's FAQed, those are two different rules. Besides, in TY rulebook, Gopher has both Dedicated AA and Guided AA.

Okay, that's bizarre. In my rulebook it says "Guided AA weapons use their full ROF when firing at Aircraft", and the Gopher only has Guided AA. My Gopher does also have 240" cross country dash, though.

Is the Udarny Stretlkovy Batalon (or Shock Rifle Battalion) good?

Why would I ever take East Germans when USSR is objectively superior in terms of tanks/aircraft and on par if not slightly better with infantry?

Having East Germans hit on a 4+ would have saved the whole army, made it viable and represented them far better.

Perhaps Wargame overhyped the DDR and I'm wrong though, who knows.

And so ends my little rant.

>Why would I ever take East Germans when USSR is objectively superior in terms of tanks/aircraft and on par if not slightly better with infantry?
because you like the east germans?

Even spammier T-72s? The T-72M is decent and cheap as fuck.

I know that's the main reason, I'm just frustrated because of what touched on.

The Warsaw Pact nations and especially East Germany aren't just some horde faction that spams to victory by flooding the enemy in infantry/cheap tanks, and It feels that is the exact approach BF have gone with for the WARPACT in TY.

Because you can spam more tanks and we need to sell more models.

Cheers

>Seriously though the 4+ skill makes orders and artillery an actual options. And losing 1 AT and armor on the T-72M to field more makes them a little more viable for a rush list. T-55s are shit and all the spam list memes that have been posted would get rekt in an actual game.

I dunno, T-55s have enough armour to resist light vehicles while also being fieldable in similar numbers. Having marders/luchs rolling around nuking everything that's not an MBT is bad, and the T-55 is that but also a minor threat to MBTs and capable of resisting some man portable AT.

Agreed on the artillery though, soviet arty is potato-tier and my experience with it is it's usually not worth bothering with carnations at all.

it's a quasi group....

2

supposedly there is another larger group, but i am not there when they are....

M113s of South Korean tiger division for Vietnam

...

...

I think any force with decent amounts of artillery (minefields especially) or tornados/harriers can wreak havok on the big formations. You can force them through a choke point that you prerange in on and just blast them to hell with artillery. East Germans remount on 4+ so even bails are a big deal.

Holy shit that's good.

Yeah, but you don't care about losing a couple of them because you're going to take ten tanks for less than 20 points, and if they're shelling the guys who're going after M109s/LARS or whatever they're ignoring your schutzen or your T-72s with those same assets. They're still top 2 so only the tornado/harrier is going to be a big threat to that, or mines I guess (but skill 4 is slightly less potato at clearing).

Fun fact: Harriers are so fragile that a 10-tank platoon will usually kill 1-2 of them whenever they do a pass just with AAMGs.

Mainly you just want to slow them down and spread them out. I think infantry will also be a good wall to put in front of them. They are still assault 5+. With the 14" tactical move of the Leopard 2 and M1 they are not really going to get many side shots on the MBTs.

The biggest downsides of the T-55 is they can't effectively shoot while moving and they can't go into terrain to bypass defenses on a 4+ cross.

My point is that T-55s aren't, to look at them, for killing MBTs; they're priced similarly to the BMP-2 recon group and the ITV. They're the game's most annoyingly persisted harassment/flanker unit. They're a BMP/marder/luchs/etc on steroids, basically.

The best part about the artillery, is that historians have always given the Soviets the point that they were ahead of the curve on artillery usage, but yano, "not western doctrine".

I know there's a group that plays down in Pleasnt Grove at Blakfyre, and I used to play with them when I worked in Orem. Bit fuck driving all the way down there now. They also play on Tuesday nights, so that means I can't anyway.

The lack of terrain crossing ability chaps my ass about the T-55. That tank was well known for it's track width.

It feels that way, because that's exactly what it is. That's "spam to win" has been their theme for all Soviet shit for all periods. It's part of the reason the Hero tank lists sucked so goddamed bad. If you remove the spammy nature of a force, yet do nothing to improve survivability, then the whole list becomes fucking terrible.

It's meh... You don't need as much infantry, and you skill check on 3+. But the only arty that benefits is the tube arty (iirc). Heavy Mortars are the Soviet arty of choice. Otherwise I consider the Udarny to have better tank support options than the Hero Strelkovy. But Hero Strelkovy has better mortars, and Panzerfauts.

well it's looking pretty good anons
theplasticsoldiercompany.co.uk/index.php?main_page=product_info&cPath=93_94_95&products_id=1336

slated for my birthday too.
also
plastic cheiftans
scontent.fxds1-1.fna.fbcdn.net/v/t31.0-8/15723599_1167670770007688_5444783076564961501_o.jpg?oh=4158594cce7a95d0bc1df65af49e177c&oe=59053C69

Never painted anything before, always Shanghai'd my buddy into doing it for me, but gonna give it a shot now. What are good paints to use to paint up some West German units in NATO tricolor camoflauge?

Except the spam is what you bring, it isn't enough to win on that alone. List and skill, like all the armies.

Check out the articles on the TY website. Give you all the colors you'll need.

Yes, that's not exactly a secret to anyone who has ever played spammy armies. You can't just plop down 31 Matildas and 10 SUck-100s and expect to faceroll your way to victory.

The problem is when you remove the spammy nature to a faction without accounting for survivability, you get the suckfest that is Hero Tank.

But the T-34/85 isn't a bad tank. Not by any stretch of the imagination. It has decent armor and a decent gun.

The problem with hero tankovy is that you're still getting hit as a Trained tank.

The durability of the tank itself hasn't changed at all. It just that there is no longer 10 of the fuckers to soak up the hits that Trained tanks will take.

The T-34-85 is not particularly survivable in LW. It's not a bad tank, and I never implied that it was. But the problem is you're going from maximum 21 (or 31 depending on list), to 13 in platoons of 4. You have no 2iC option, no smoke, and you're still Trained. And your suppot options are limited, which makes a difference when you start pushing towards 1700/1800 points or more. It quickly gets to a point where similar (and more expensive) Veteran medium tank lists are outnumbering you and adding more value to their list, while Hero T-34s begin to get diminishing returns with with their sub-par support. The tank's not bad... It's the baseline-standard medium for LW. It just lacks to skill and support to work when limited to no more than 13.

Yeah, and you get more of everything else, or your tanks get extra capabilities. They compare pretty well to CT or FT Germans, for that matter. Your support options are the usual Soviet kitchen sink, and your core platoons are decent.

Noice mate, fooking nice!

>also
>plastic cheiftans

No, that's a BF plastic Chieftain. One lucky pre-order gets a box of T-55s painted, see:

> check out Tim's brushwork on our Facebook page:-

That is his Chieftain paint job.

Germans get incredibly cheap smoke, though, and most people use CT to spam Panthers, which can rely on FA 10.

Cheers!

What's happening to Hen & Chicks?

Hero Tank support options are pretty rubbish. None of your artillert has smoke, your tank-destruction and heavy tank is all capped at 3, and will be ROF 1 unless it's -85s. And all your platoon sizes are slashed down to just above half. The obly parts of the kitchen sink support worth mentioning, is the Spetsnaz, SU-85M, and Heavy Mortars (160mm) . Everything else there might as well go smoke a goat.

Nothing as far as I know.

>No, that's a BF plastic Chieftain
really the tank commander looked off to me, thought it was a psc
>That is his Chieftain paint job.
don't know what to say when the link was up on the site it linked me there

Apparently also affects MGs now.

Also you can get all of that stuff with DM tanks/vistula-oder strelk anyway.

Someone else said that was bollocks. And on the given that WWPD couldn't figure out that Aircraft and Artillery are two different things a while back, I'm not prepared to trust them.

>B-b-b-but planes use the artillery template to attack...
>that must mean they're artillery and are getting their stats adjusted as well...
>there's no way to kill Super Heavies any more!

Fucking moron.

Using the template for attacks doesn't turn planes into artillery.

For fuck sake...

except for that lone Cossack Veteran Hero Tankovy platoon you're allowed. Though i used it and it still vaporized in a single turn. But that might have been to do more with that i infiltrated it and we were playing well over a couple thousand points.

>>there's no way to kill Super Heavies any more!
Even if this was true you could always flank them

Cheers.

Midwar desert vs Tigers you can't, especially if the 6pdr's going down at AT 9. Bail from the side, maybe, but the best gun that's not on a TD is the 6pdr (nerfed) and short 75.

Same is true on the Easter Front side of things. In MW, your best AT is the SU-85 and SU-152. Neither of which are survivable, cheap, available in large numbers, or capable of maneuvering and firing to a mediocre level of quality. And despite historic accounts of T-34s driving right up to a stone's throwing range Tiger's flank in order to penetrate, you still can't pen them in game.

Guys in the podcast noted that rule does not explictitly mentiones main gun or MG, just states that if the tanks teams with this rule move, they have +1 to hit.

So if the wording is true, it does apply to MG as well. Considering you now have +7 and +8 for hit, I would not be suprised if its true.

Yes...so MW British are complete and utter shit now. Basically, you have to buy the 17/25 pounder to kill a Tiger, use Air Support, or maybe you will still have Sticky Bombs so you can attempt to kill the Tiger while losing half your platoon. Fantastic.

British Crusader from leaked pic looks like 5+ Morale, Germans on 3+....so Brit desert armour looks basically RT in V3 terms. With little to no armour, and 3-tank platoons. Why bother?

are they going with the cards for FoW aswell?

>from leaked pic looks like 5+
That's only last stand morale though and it's shit due to a special rule it seems.
I don't get why the crusader has the same speed both at tactical and terrain dash, shouldn't dash be a little higher?

>88 that can move and shoot
Fucking what?

it could be that since it's all desert terrain or something

It cannot move though: - Tactical speed

>88 gets AT buff
>6pdr gets AT nerf
I have a feeling this is going to be needed when dealing with BF soon.

>would you rather fight in a sherman or a tiger
personally the sherman and a firefly so i can be on the winning side

also if your sherman breaks down you've got plenty of parts unlike the tiger.

Nah; having the same terrain dash means it's basically like the rules are already, i.e. it can't dash through slow going.

Yeah, if you're in a tiger it means you're going to lose a fuckload of buddies at best. Worst you're going to get the fuck bombed out of you and die.

I mean, Stalin was worse. But that's like arguing that just because it's not Ebola you should be happy to have the bubonic plague instead. Both should have been shot in their cribs.

>skill
>oh right, I should spam hydralisks with my zerglings too!

But, I understand what you mean. It's just silly that BF goes "oh, soviets are at the battalion level", and then goes limp dick on letting sov players actually have battalion level assets. (Becuz muh smoke)

Stalin lived longer. That's basically it. The end goal of german fascism was the extermination of several countries worth of people; hell, even the final solution didn't begin until 1942.

No extra crews to add Rof?

I think moved ROF for pinned ROF as in TY

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