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PostPosted: Wed Jan 30, 2013 11:18 pm 
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Pros and cons for choosing each army

Germany
In Flames of War the Germans, more than any other county, have the best toys. Nearly every German list can be viewed as elite. They have the best trained troops, the best equipment and the best tanks. If you want to play a list where everything you have is a major threat, Germans are it. Be warned, however, that with that comes a heavy cost. Germans do not come cheap. The basic theme for the German player is "so many choices, never enough points."

German units fall into three main divisions. Heer are the most common Germans. These guys are confident veteran. Waffen SS are fearless Veterans and are generally cost prohibitive for armor based lists. The Luftwffe are confident trained troops. These are basically airmen acting like infantry. Their lower price means you get to field a few more stands of troops. We can further break them down into company types, and decribe the lists that are available in the various campaign books.

Armored Companies- In general, you can't go wrong with German armored lists. The Germans did a good job of keeping their tanks up to date throughout the war and they can stand toe to toe with most lists. Generally armored lists will be Stugs or Pzkw IV-H. Stugs are more anti armor and Pzkw IV-H is more anti Inf. 21st allows a Firefly to be added and some cool models for the revamped French vehicles. Stugkompanies are a different variation of Panzerkompanies. SS at FV make tanks more expensive, generally not worth Command getting a Panzer Ace Skill. Cobra and River of Heroes allow some variation for the standard SS list.

Fortress Europe - Basic Heer List… P4Hs, Stugs, or Panthers
Monty’s Meat grinder - 21st Panzer - P4Hs and Special Stugs - Stugkompanie
VillersBocage - Panzer Lehr - P4Hs and Panthers
Bloody Omaha - Stugkompanie of 352 Inf
River of Heroes - 3rd and 5th SS
Cobra - 2nd and 12th SS
Stalin’s Onslaught - Stugkompanie of 78 Sturm Division
OstPanzer PDF -4th, 5th ,16th, and 19th Panzer Div

Heavy Armored Companies- Yes, they are cheap (dollar wise), yes, they are cool, but they are few in number and Infantry list will eat them up. Battlefront just released a PDF on their website for an official Elefant list.

Bake’s PDF - Panther and Tiger 1 List.
Villers Bocage - SS Tiger I list
River of Heroes - Heer Ktiger List
Hammers&Sickle - Heer Tiger I List

Infantry Companies- Other than the Festungkompanie, you can't go wrong with German Infantry. Grenadier list is the basic formation, so if you want to play a basic German list-this is it. Pioneers have less options but higher AT capabilities and some Fortifications. Sturm Co is Panzerfaust dream formation. Sperr co, Ersatzpioneer represent the stop gap forces on the eastern front. RV and CT respectively allows you more support. Festungkompanie is all about the Bunkers.

Grenadier
Pioneer
Sturm Company
Fallschirmjager
Fallschrimpioneer
Sperrverband
Ersatzpioneer
Festungkompanie


Mechanized Companies- They are good quality lists, but I would rank them just under a pure infantry list because of their cost. These companies are generally infantry and have most support options but are generally the most expensive infantry.

Panzergrendiers - Most common of mobile infantry - These guys ride around in Trucks. Highly versatile and mostly forgiving. They can play with or without the transports. Monty's Meatgrinder and Cobra allow for some bunker and fortification possibilities
Fortress Europe
Monty Meat grinder -21st PZGR
River of Heroes -SS PZGR
Cobra -SS PZGR


Gepantzerte Panzergrendiers - These guys got wise and traded in their trucks for Armored Halftracks. Halftracked armies require extra learning. You really can lose your lunch, but they are extremely powerful when played right. SS cost almost makes this prohibitive.
Fortress Europe - Heer
Monty Meat grinder -21st Panzer
Villers Bocage - Panzerlehr
River of Heroes - SS
Cobra - SS

Panzerspahwagon - Armored Cars. These lists are Fast, but brittle, not for beginners. SS upgrade can help with brittleness. They are lacking in high AT support
Online PDF
Viller Bocage
Monty Meat Grinders
Cobra

Auflkarungs - Recon Infantry. They are a combination of Gepantzerte Panzergrenadier and Panzerspahwagon. Extremely high learning curve and not for beginners.
Online PDF
Viller Bocage
Monty Meat Grinders
Cobra

Germans also have (arguably) the best special rules. The Kampfgruppe rule allows you to take up to half of every squad and combine them into a new squad led by your second in command. For missions that dictate the number of units you must keep in reserve based on the total number of units, this allows you a "free" extra unit. It is also useful for combining heavy weapon teams from each unit into a single heavy weapon platoon. The Mission tactics special rule means that if your platoon commander dies, you can replace him with any other nearby unit. This is a great benefit. Most other armies get bogged down waiting for their CO or 2IC to go around nominating new platoon commander. The stormtrooper rule is probably the best of the lot. In the assault phase, if the platoon does not assault they get a free 4" move if they pass a skill test. This basically lets your armor units pop out into the open, take a quick shot, then move back behind cover. Infantry units can cover ground nearly as fast as a tank and you gun teams can get their full rate of fire, then move 4 inches forward to get into better position. This is especially useful for heavy gun teams that normally only get to move 2" a turn.

The Germans also have a few unit specific special rules. Infantry in a half-track are allowed to assault out of their vehicles. German Tiger tanks get the Tiger Aces skill. Basically, before the game begins they can roll on a chart to see what their skill is. A particularly lucky tank commander will get the Top Ace skill, granting a second Tiger Ace skill. It is bad day for your opponent when your Tiger gets increased rate of fire and reroll misses.




USA
The Americans are supposedly the second most popular army in Flames of War, right behind the Germans. The U.S. doesn't appear until the mid-war period in the North Africa book, and it changes little throughout the war. In terms of popularity, the U.S. is said to be right behind the Germans as a choice of army. It is a good all-around force with great support options, and the potential for lots, and lots of units on the table.



Strengths:
*Mobility! From the Stabilizers on their tanks that let them shoot at full rate of fire on the move, to the Truscott Trott which allows the infantry to move 16" instead of the standard 12" when they double, American forces can get where they need to go. The faction also has the greatest number of motorized and mechanized options in the game.


*Good and plentiful artillery. A U.S. Rifle company can easily drop 4-6 templates on its enemy every single turn. Mortars, multiple artillery batteries, and aircraft are found in abundance, and are relatively cheap compared to those in other nations' forces. The time on target and good communications rules help the artillery even more, forcing the opponent to re-roll successful saves when an artillery round ranges in on the first attempt, and allowing almost any platoon commander to call in artillery support. In late war the Americans also gain access to spotter aircraft for their artillery. The aircraft are able to fly anywhere on the table to spot enemy units that would otherwise be hidden by terrain. The plane can only be shot at by dedicated AAA units or enemy air support, which keeps them very safe in most games. Add in the possibility of multiple mortar platoons and American players have the opportunity to drop five or more templates onto their opponents each and every turn at standard points levels.


*Numbers. I'm sure most of us have the image of the vast hordes of Soviet infantry, but the U.S. can field just as many models. The difference is that while the Soviets will field a few very large platoons, the U.S. will field many decently sized units. For example, a typical German rifle or pioneer platoon (whether mechanized or on foot) may have 7 stands of troops. An American rifle platoon has 11, and the armored rifle (mechanized infantry) platoon has 14. And it doesn't stop there! Having Confident Trained units instead of Confident Veteran means you will have many more platoons in your army than a German player. In mid-war, even my mechanized army has 8 units, that's more than many German foot-infantry lists!

*Versatility of the models. Some nations receive many new units from mid to late war. Most of the U.S. arsenal remains the same, meaning that adding just one or two models can turn a mid war army into a late war force. That's great for the pocketbook and for the back when you don't have to haul as many things to the game store.

*Bazookas! Bazookas are only average during the shooting phase with their rate of fire 1, anti-tank 10, and firepower 5+, but they shine when assaulting armor, and U.S. forces can take a lot of them.


But as with every other nation the Americans also have their weaknesses.

*Weak versus heavy tanks. Where the Germans, Soviets, and British can take AT13 or better guns even in midwar, the U.S. only gets up to AT12, and is limited to AT10 in the mid war period. That means the U.S. has few ways to kill a heavy tank other than bazookas in the assault, aircraft, and dropping lots of artillery on it. Massed volume fire from Sherman tanks can work against some armor, but often only when getting around to the side, and that can be difficult versus a good opponent. The real trick in late war, when heavy tanks are everywhere, is to put your opponent into the difficult position of either staying back and getting bombed to death or assaulting your dug in infantry with multiple bazookas.

*Limited numbers of company choices. The Soviets, Germans, and even British have a plethora of company-types to choose from when creating a list. The U.S. is far more limited: Tank, Armored Rifle (mech), Rifle, Cavalry Recon, Ranger, Paratrooper, and beach Assault companies from the D-Day Supplement. While having a small number of standardized models and unit choices is great from a purchasing perspective, it also means that one U.S. list will tend to be similar to any other.

*Average tanks. Sherman tanks are great against medium tanks (and they cost many points for that advantage in mid war), but have a very difficult time against Panthers or any heavy tank. M10 and M18 tank destroyers which are supposed to do the job still struggle against the front armor of many late war tanks, and are difficult to get the most out of for their point cost.

*Limited access to Veteran companies until late war. In North Africa, only the Ranger and Paratrooper company's are Fearless, and only the Para's are Fearless Veterans.

*Mechanization. Although the mobility and immunity to most small arms fire is great, the point costs also rise. German and Soviet forces are able to take mechanized infantry or tanks along with standard towed artillery and man-packed mortars. The American units have to pay the are forced to take mechanized supporting units meaning their support options will cost a little more than the player might otherwise wish.


You can find U.S. company lists in the following books:

Mid War
North Africa- Tank, Armored Rifle, Rifle, Cav Recon, Ranger, Paratrooper

Late War
Fortress Europe- Tank, Armored Rifle, Rifle, and Cav Recon, all as either fresh troops in France or Italian veteran units

D Minus 1- Paratrooper and Glider Airlanding, including the 82nd and 101st divisions.

Bloody Omaha- Ranger and Beach Assault company's for the 1st 'Big Red 1' Division and the 29th 'Blue and Grey' division

Cobra- Tank, Armored Rifle, and Armored Recon as either the 2nd or 3rd Armored divisions. The 2nd Armored is rated Confident Veteran, the 3rd is Confident Trained.

Hell's Highway- 82nd and 101st Airborne paratrooper company's, with options for British units as support choices, including the fantastic Sherman Firefly tank variants.

USSR
The Basics
Whether you go for Strelkovy, Motostrelk or Tankovy, its all about big units that can take losses. The soviet lists are geared for Mass…. Expect 4-6 Companies - Large amounts of Models. Also, you are building a Battalion, not a Company. So you are buying Companies.

In Midwar, most of your troops are conscripts. They are cheap, so don’t scrimp by not making big platoons. Conscripts are hit at 2+ within 16 inches. The Good thing is that if you have 15 or more stands in your Infantry, then you can take 10 hits from direct fire through Quality of Quantity. The bad thing is that conscripts means you just about guarantee that any unit seen, will be a hit. Conscript also sucks in scoring hits in the Assault. You will 5+ to make your kills.

On the other hand, you are going to Fearless and you can buy Kommissars! That means that you don’t have to sit around waiting to unpin to make your attack. Plus, your companies will less likely to break.

In Late War, the gain experience and are not as likely to throw away good troops. So your base troops are Confident Trained. Your cost goes up some, but you still have the Soviet rules. So it gives you that Russian feel.
Guards option in Mid-War and Late-War gives you Fearless - Trained. Its gives you the best feel of Soviet elite force. While the cost might prohibit you from taking the 30+ team Strelkovy Company, you should have enough mass to do what you want.

Russian Special Rules
Artillery usually has to be big to be effective.
Your tanks are generally better than the Germans, but conscript crews means expect heavy losses. Hens and Chicks drive most Tankers nuts. If you can handle it/master it, you have a very potent force. Hens & Chicks means that if one tank in a platoon moves more than 6 inches, then the platoon can not fire.
Scouts and Spetznaz are the only Veteran Troops and they are only a Company choice, so expect Death and Destruction. If you go Guards, expect smaller companies.

The Army Categories
Strelkovy - Infantry -
The main thing about Soviet Infantry is you need big companies and take flameThrowers. They are the only reliable pinning or anti-armor systems you have besides tanks. Mortars are the most effective of a bad lot of artillery. You have no smoke (except Sappers from River of Heroes). The AT guns are worthless, Inf guns are worthless. Buy pioneers and flamethrowers to add to your platoons to get Quality of Quantity. The Penal list is a bloody carnage assault fest.

Strelkovy, - Confident - Fortress Europe
Udarny, - Guards - Fearless - Stalins Onslaught
Sapper - Fearless - River of Heroes
Penal Inf - Fearless - Stalins Onslaught

Mechanized - Motostrelkovy
Gives you more Armor options, but no Flamethrowers in the Motostrelk lists except in the ATP support choice. Faster List. Forward Detachments and Rota list are really the only “normal” Lists.

Motostrelk, - Confident - Fortress Europe, Hammer And Sickle
Guards Motostrelk - Fearless - Hammer and Sickle
Forward Detach - Fearless - PDF
Rota Radvecki - Fearless - Hammer and Sickle

Tank Company - Tankovy
T-34/85 is a great tank to build around in Late-War. IS-2s are a great assault tank. But any list with Panthers will eat your lunch. These lists are designed to kill German infantry lists. ISU-122/152s can make very interesting limited option armies. KV-1s should never be more than support option in Late-War. In Mid-War, T-34/76s and KV-1s are good. A lot people do KV-85s because of Tigers.

Tankovy, - Confident - Fortress Europe, Hammer and Sickle
Assualt Gun battalion - Confident - PDF
Gds Tankovy, - Fearless -Hammer And Sickle
Gds heavy Tankovy, - Fearless - Stalins Onslaught
Gds Heavy Assualt Gun - Fearless - River of Heroes

I hope this give you guys a taste of what the Soviet Army is all about. See you at the table. This article wraps up our introductory posts for flames of War, so expect all kinds of varied topics fromt his point on. If you have any special requests, lets hear them.

UK
I find the British list are very Rock, Paper, Scissors. First the British Bulldog and Carry on Sergeant special rules means that once you are locked in Assault, you better kill them all, because the British are not going to blow away due to failed Morale. Night Attacks and Advance Under Darkness really can help British Infantry armies if they have to attack. Tank special rules are great when you can sit back and pop shots. If you have to move, well, at least your Sherman can theoretically have an even fight with Panzer IV-H. Interesting enough, Tow hooks and Tip and Run rules make 6 pdrs enough of a nuisance to consider in a list. Artillery special rules apply if you have 8 guns. Anything less you lose your benefits. But they are well worth it.

One of the great thinks about the british is you can tailor your force as either straight British or one of the Commonwealth nations, allowing a lot of opportunity for a characterful army.

British Commonwealth Synopsis
cv:confident veterans, ct:confident trained, fv:fearless veterans, ft:fearless trained, rv:reluctant veterans
British - CV, CT, RV - Base Troops, British Bulldog and Carry on Sergeant help you to continue the assualt.
Guards - CV - Help your forces and army stay in the game
Canadians - CT - Have there own morale special rules. But rerolling bails and Mission Tactics really keeps the units firing.
Indian - FT - Have Mountaineers and make other reroll motivation to 1st counterattack in Assaults. Gurkas get to reroll misses in Assaults
Moari - CV - Get New Zealander rules and opponent reroll 1st Counterattack
NZ - CV - get Mission Tactics.
South Africans -RV - British like…
Australians - FV - No Bulldogs, but Mission Tactics.
Scots - CV - The Pipes provides some flavor but like British
Irish - CT - Canadian light.

British List Synopsis

Rifle Company: B+ Defensive - Fortress Europe, Monty’s Meatgrinder
Plusses-Very solid list with plenty of punch with Artillery and Support platoons.
Has large platoons that help with rookie mistakes. Carriers provides some speed, and Churchills provide nice Heavy Tanks. Crocs are awesome.
Drawbacks - Tends to be very static and reactive, and support platoons are small. Most younger players lose patience with this army and overextend.

Motor Company: D Flexible - Fortress Europe
Plusses- Speed can be deadly if you can stay on the board long enough. Your infantry platoons don’t have the mass to stay isolated.
Drawbacks - Generally, considered one of the poorest lists in the game. Very small combat platoons and reliance on Carriers.

Armored Car Squadron: D+ Flexible - Fortress Europe
Plusses- If you like Armored Cars, then this is the list for you.
Drawbacks - Very expensive, hard to master, not a whole lot of support. Only infantry caught out in the open will be scared.

Armored Company: B- Attacking - Fortress Europe - Hell’s Highway - Villers Bocage
Plusses - Shermans with one at AT 13 in the platoons. Semi indirect can help, but usually doesn‘t against other armor. But its tanks, and tanks are fun! Might add some Wolverines for AT 13. However, this list absolutely rocks against infantry.
Drawbacks - It still Shermans, and Shermans have hard time with German Tanks and really limited support.

Armored Recce Squadron (Variation of Armored): B Attacking - Fortress Europe - Hell’s Highway - Villers Bocage
Plusses - Shermans with jalopies or Cromwells with FF or Challengers. Cromwells are fast, if you use the speed, you have increase your chance for victory.
Drawbacks - really limited support, but HH or VB list give a bit more . Shermans can be an issue.

Paratroop or Airlanding Company: A Defensive - D-1
Plusses - Large F/V Platoons that have some AT properties. Cheap real moneywise. Can handle noob mistakes. If you can squeeze in some smoke making templates, you will do fine.
Drawbacks - Very expensive points wise, ergo small number of platoons

Commandos: B Defensive/Flexible - Fortress Europe
Plusses-Great Combat Infantry - Fast Infantry
Drawbacks - Minimal Heavy Support - Not a beginners army.

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