Making
a Good Stew:
Or
How to Build a Flames of War Army That
You Will Have Fun Playing
By Sandy
Addison
Within Flames
of War, there are a plethora of choices, in the kinds of army that you can
field. While all this choice is a good thing (and in fact one of the main
reasons why the game is fun to play), it can be overwhelming for a new player.
As well, the inherent complexity that all these choices represent can also
cause the new player to look for simplistic solutions (such as relying on a
perceived uber unit for victory) when trying to create a playable list. These
simplistic solutions often fail in Flames because of the games combined arms
aspect.
Therefore when faced with the pleasurable
task of designing your first army an analogy that I would suggest using is that
of a stew. A good stew is a blend of different ingredients that work together
to create a unique flavour, and a good Flames
of War army should work the same way.
Step
One: What Kind of Stew?
For many players, the first step is deciding
which country they want to play. I
would strongly urge any new players to start with another question. Namely what
kind of army you want to play?
I believe that your first Flames of War army should be one that
you have the greatest chance actually enjoy playing. The best way to ensure
this is to choose an army that best matches your style of play. Only then
should you start to look at choosing a country.
In Flames of War there are three basic type
of army: tank, infantry, and mechanized. All can be game winners, all have
their own strengths, and none of them are guaranteed to dominate the
battlefield.
TANK:
The name says it all. This army contains
tanks and lots of them. Whether you’re dealing with an elite German panzer
company, a Soviet tank horde, or a hod podge British Desert Rats list, the tank
company is all about a lot of firepower in a few platoons.
No matter what, all nationalities Tank
companies share a three thing in common.
- Tank companies are
almost always going to be the attacker. Most
of the basic Flames of War scenarios use the defensive battle rule. So
unless your opponent is also fielding armour you’re going to be attacking.
This is not a bad thing, since you know that you’re going to be attacking
a lot you can design your army accordingly.
- Tank companies are
fast. The bulk of a tank company’s tanks are
medium or light, therefore they are going to be moving at either 12” or
16” a turn. As well, most of the tank company’s weapon and support choices
are going to mechanized (or at the very least have motorized transport).
This allows them to keep up with the armour’s advance.
- Tank companies are
almost always going to have fewer platoons than your opponent. Tanks eat up a lot of points. Expect to have your HQ and two
combat platoons to cost around 1000 points. This does not leave a lot of
points to bulk up with weapon or support platoons. It is therefore not
usual to see a Tank company with a company break point of 3, or less!!
So what does this mean about the style of
play that is best suited to a Tank company? One word: aggressive.
A Tank Company has to attack and attack
quickly. At the start of most defensive battles half of the defenders platoons
are off the board. Therefore, if the tank commander attacks quickly he will
face less troops then latter in the game.
However, for all their speed and firepower,
Tank companies are surprisingly fragile. On more than one occasion, I’ve seen a
tank platoon completely destroyed by a well-placed ambush. Therefore tank
companies are generally a finesse army as well. You can’t afford to make
mistakes with them, lose one platoon and you’ve got nothing to replace it with.
INFANTRY:
This is the PBI list, containing lots of
individual soldiers and their support. Whether you play a Soviet infantry
battalion, a German motorized company or an American Paratrooper company; it’s
all about a lot of infantry and their toys.
Like a tank company all infantry armies are
going to have a few things in common.
- Infantry armies are
almost always going to be on the defensive. Like
a tank army you know what you’re going to be doing most of the time.
Therefore you can plan your army accordingly.
- Infantry armies are
slow. While they can contain fast platoons,
the bulk of most infantry armies are footsloggers. Even a motorized
company with the bulk of its troops in trucks is not going to have the
cross-country speed of a tank company.
- Infantry armies are
rarely outnumbered. Combat and HQ choices are
cheap when compared to that of a tank company. Therefore you have a lot of
points left over to add weapon and support platoons. It is therefore not
usual for an infantry army to have a company break point of 5 or more.
So what is the key quality that an infantry
player has to possess? In a word: patience.
An infantry company commander has to let
his opponent come to him. He also has to wait for just that right moment to
counter attack. To hopefully to disrupt his opponent’s own attack, and for that
counter attack to succeed. Often he also has to wait for his reserves to come
on the board before he can launch that counter punch.
However infantry armies are nothing if not
durable. With a 3+ save for all shooting, infantry platoons are frustratingly
hard to kill. This is especially true if they are dug in. Infantry armies also
have a lot of redundancy. Sacrificing a platoon to lure your opponent into a
trap, while almost unthinkable to a tank commander, is a perfectly valid tactic
for an infantry army. Therefore an infantry army is also very forgiving.
You can make mistakes; have plans FUBAR and still pull out pull out a win.
Mechanized:
This is a catch all term that Flames
of War uses for all the other types of formations that can play. Not only
does it include the German and American mechanized infantry companies but also
reconnaissance companies, cavalry companies and the Soviet tank rider company.
So what are the common traits common to all
Mechanized companies? Well:
- Mechanized companies
have to plan for everything. While you’re
going to be attacking most of the time you are going to be defending
enough that you have to keep that in mind when planning out your list as
well.
- Mechanized companies
are mobile. While only some mechanized
companies are as fast as tank companies, all are more mobile (or at least
are meant to be) than infantry companies. A skilled mechanized commander can therefore still take the
initiative away from a tank army, but he shouldn’t expect it.
Given these factors, the key quality that a
mechanized company commander should possess? One word: flexibility.
More than any other Flames player a
mechanized company commander does not know what he’s going to be facing from
one battle to the next. For example in a tournament a tank commander is pretty
much plan on being the attacker in 4 out of the 5 games that he plays. An
infantry player can plan on being the defender 3 or more games (it’s lower
because there are more infantry players in tournaments now a days). The
mechanized company player? He could very easily be attacking all the time,
defending all the time or some sort of mixture.
The good news is that the choices that are
available to a mechanized player are just plentiful. The core units are
inexpensive (though not a cheap as infantry) and mechanized companies have some
interesting weapon and support choices with enough points to take SOME of them.
These means that mechanized companies are very unpredictable in what
they can and will deploy. Your opponent may never know exactly what he will be
facing. And you can’t counter what you don’t know about.
In summary the characteristics to the three
types are:
- Tank army: Aggressive, finesse
- Infantry: Patience, forgiving
- Mechanized: Flexible, unpredictable
Which is best for a starting player? If you
really don’t know your play style, I suggest looking at real world
practicalities. Tank armies are the cheapest (in a real dollar sense) army to
build and require the least amount of painting to get into action. However
infantry armies because they are forgiving, have a gentler learning curve than
other armies. Mechanized forces have few of the advantages but all the problems
of the other two forces. They are expensive to buy, because you’re buying both
infantry and transports, and you have a lot to paint.
STEP
TWO: ADDING THE SPICE
Now that you have an idea, of what kind of
army you want to play. It’s time to figure out the country that you’ll base
your force from. Once again the sentimentality can play a big part of this
decision and that’s fine. One of the reasons for choosing the type of army
first is that country selection actually become easier. However, always ask
yourself “will I have fun playing this army?” If you are not sure of the answer
then I strongly suggest making another choice for your first army. Like many
hobby games, Flames of War requires a
lot of front-end investment of time and energy. It’s always best to stack the
odds as much as possible that you are actually going to like to play the army
that you are building.
Where
to start?
If you’re not sure which country you want
to start with then what? The best place to start is with the each countries
doctrine and special rules. See how they appeal to you as a player. Then take a
look at the actual equipment that they can be fielded with. If at any point you
go “they get that COOL!!” that’s a pretty good indication that you are on the
right track to which country is right for you.
Another factor to consider is how you are
going to make the army feel like it belongs to you. Most players like to
customize their army in some way to make it their own. Each country’s forces
have their own way of doing that, so it’s important to choose one that fits
with your style.
One note of caution, DO NOT take number of
special rules that a country has as an indication that it has a advantage over
others or that it has somehow been ‘ripped off’ by the designers and are
therefore not fun to play. Flames of War is
one of the best-balanced hobby games out there. All countries armies are fun to
play and a challenge to play against. The doctrine and special rules are there
to give a particular army a flavour (much like spice will give a stew a
particular flavour) sometime more rules are needed to do that then other.
That being said lets take a look briefly at
the advantages and disadvantages of each combatant’s army. I’ll divide the each
army into mid and late war sections.
Americans
Mid War
In comparison to other armies the American
offers a limited number company options.
They do have a true mechanized infantry
company, one of only two armies that do, but the rest of the armies are pretty
standard. This does not mean that customization is not possible however.
Individually comes from the combination of support choices that they Americans
can take.
The America army is all about toys.
Because they are all confident trained (accept for the Airborne and Rangers),
the Americans have a lot of points to spend on extra’s like Artillery, mortars,
HMGs, tanks, tank destroyers etc… The American forces are definitely an “and”
army as opposed to an “or” army. What I mean by that is that the American can
take mortars, and artillery, and HMGs, and tanks, and antitank
guns (not to mention enough bazookas to make your opponent turn green with
envy) and still have enough points left over for more. Think I’m joking just
take a look at the American infantry army box!
They’re doctrines also support this with
their excellent communication network. Every platoon HQ can call down artillery
if they need it, and with a lot of your artillery support you won’t even be at
a penalty to call it in.
The Americans are also a surprisingly fast
army, almost everything is motorized and if you want to risk The Truscott Trot
you can keep the infantry moving at a good clip as well. However, it is the
American tank and armoured infantry companies where this speed advantage really
shines. Everything in these
companies has a movement of 12” cross-country. This allows the American player
the ability to redirect an attack or redeploy part or all of his army to
another flank in a matter of 1 or 2 turns. Not even the Germans can match that
speed.
Late War
Nothing much changes for the Americans in
late war. Much of the equipment is identical only the tanks become a lot
cheaper. You can also take Italian Veterans, which allow you to finally get
Confident Veteran troops. This can allow for an easy conversion for troops mid
to late war. As well if you’re try to be historical take a serious look at
getting air support, especially if you’re playing a tank or mechanized company.
British
Mid War
The British forces along with their empire
and commonwealth allies represent a rather strange dichotomy. Their infantry
and artillery are the as good as the German’s and arguably better in some
respects. The British armour…well can leave something to be desired. The British forces do however; offer a lot of
variety in the kind of companies that they can field. This is because of the
wide variety of “colonial” forces that can be taken from the Fearless Veteran
Australians, to the Reluctant Veteran South Africans, not to mention the
British Commandos. All the variation within the types of armies is great,
because there is a general lack of variety with the British equipment. Don’t
get me wrong the weapons are solid choices but you can’t vary them as much as
say the German’s.
Because the default for the British forces
is Confident Veteran can often limit the number of points available for
support, they are defiantly an “or” army. So you can have mortars, or artillery,
or HMGs or scouts etc.
If this truly bothers you as a player the British do offer a solution in that a
Canadian or First Army company is Confident Trained so you start with more
points.
British tank forces on the other hand are a
bit trickier to field. On the good side you can field two or three different
type of tanks in one list, and since they are Confident Trained you can take a
fair number of them. The down side is the one support option per tank platoon.
So you can’t take AA support, artillery, recon, and plain old infantry support
not because you don’t necessarily have the points, but because you don’t have
the support choices to take them all. This can make it difficult at times to
create a balanced list that can handle the various armies and scenarios. While
a headache at times, it truly does represent the problems faced by British
armour in this period of the war.
As well the British do have a lot of
special rules that they can choose to take advantage of. Not the least of which
is the semi-indirect fire, British Bulldog, and night attack. However, one
group of special rules that every potential British player has to deal with are
centred on the British artillery. The 8-gun battery that the British can field
can be very powerful, and very flexible. However it is over 400 points. I’m not
going to suggest one way or the other, what a player should or should not do. I
simply feel that any British player has to ask himself “Should I not take the 8
battery, and if not, why not?”
Late war
The British are in for a bit of a let down
Late War. The default for them is now Confident Trained. This does mean that
they can take more troops and some nice weapons (Fireflys anyone?) But they can
end up looking a lot like the Americans. You can take Italian Veterans but then
you loose a lot of the new weapon systems. However Confident Veteran tanks
should not be sneezed at.
Germans
When you care so send the very best… Right
the Germans have the best of everything. Only the British are the German’s
competition as far as the quality of their infantry, and NO ONE can match their
armour in mid or late war (you don’t see endless threads on the BF forums on
how to beat a Sherman
tank for example). Add to this a lot of different weapon choices, and endless
variant lists (not to mention minor German allies lists) and you have an army
that you can customize to suit almost any taste.
The German’s are not without draw backs
however, the largest being of course the cost. German’s are expensive points
wise so the German player can expect to be outnumbered. This is especially true
in regards to a German tank company. Having 8 to 10 tanks is pretty standard
for a German panzer force, which takes up two thirds or more of your
points.
It is not just because the core German
forces are Confident Veteran that they are expensive. The German are also
blessed with some of the best across the board special rules in the game. The
storm trooper move is great for playing peek a boo with your lightly armoured
tank hunters. Mission tactics are really
advantage in keeping up the momentum of an attack. Finally don’t underestimate
the kampgruppe rule. The ability to create an extra platoon specifically for a
certain opponent in a certain mission, on certain terrain is an advantage not
to be taken lightly.
Late War
All that I’ve said above is still true,
just add cheaper Panthers and Tigers to the mix and watch your opponent turn
green with envy.
Italians
For those of you who play Warhammer,
Italians are the Orcs and Goblins of the Flames
of War world. When they work they can work extremely well. When they don’t
work…you can still have a lot of fun with the game.
Just don’t let the reputation that the
Italian had during the war fool you. This army can be tough opponent. Remember,
Flames of War is a point-based game.
A 1500-point army is a potential challenge to any other 1500 army. While the
Italian tanks are nothing to write home about they can field a lot of them and
back them up with 88 or 90 mm anti tank guns, or 75mm assault guns. As for the
infantry you can field a lot of them as well, the basic infantry are just as
capable as the Americans, and their elite infantry (which come in three
flavours) are just as good any others. The only real hole in their equipment is
around medium AT guns, but they can take German allies to help fill that gap if
they so desire.
The special rules for Italians can cause a
lot of concern for both the player and his opponents. The 8 Million Bayonets
rules is really the core of what makes the Italians a fun army to play. With it
neither you nor your opponent really know just how good your army really is
until the start of the game.
Late War
The Italians can be an interesting force to
play late war. Currently there is only a list for the Italians who fought with
the allies. However, I imagine that there will be an Axis list coming soon.
Given what is in the allied list the Italians are a capable force but really
need have to reply upon either British or American support for the heavy guns
needed to survive the late war battlefield. This is not a bad thing; the Italians
can make an interesting add on to a force that has a variant for your otherwise
normal late war force.
Another advantage of late war Italians will
be, once the Axis list comes out, is the ability to “switch hit” sides
depending upon what kind of support the Italians take. Playing a friend who has
only Germans? Well take your allied support, next opponent is British well just
add those nice German tanks. It’s a little more expensive but at least you’ll
always have an opponent.
Soviets
As the Soviets themselves say, “quantity
has a quality all of its own.” The Red army is a classic horde army and that is
the main reason why they are fun to play and to play against. However, it takes
skill to get the most out of these large units. While simply charging
everything at the enemy can be a viable strategy, Soviets can be played with
more subtlety
However, the Soviets are not just limited
to a large horde of infantry or tanks. With the Reconnaissance Rotas, Cossacks,
Militia and Guard battalions there are a lot of options. In short there are a
lot of different Soviet armies that can be created.
An important thing to keep in mind, when
choosing support platoons, is that everyone is conscript. Not only does this
mean that you are easy to hit but when it comes to an artillery barrage Soviet
players have a difficult time hitting as well. Maximizing platoon sizes so that
you are dealing with a six gun+ batteries to get the re-roll can be very
important. Remember with Soviets GO BIG OR GO HOME.
The special rules for Soviets encourage
large armies. Quality of Quality and hens and chicks encourage larger formation
of Soviets troops to be used. Like the British, the Soviets also have some
interesting artillery rules that are dependant upon the number of guns. The Komissar
rules really help keep the infantry attack going
Late War
Of all of the armies the Soviets are
subject to the biggest changes between mid and late war. First off their forces
go from Fearless Conscript to Confident Trained. This allows for a lot more
tactical flexibility, while still keeping all the rules that make the Soviets
hard to stop in the first place. Like the Germans the Soviet get some really
cool tanks as well, from the T34/85, and the IS2 to the ISU152. All of which
allow the Soviets to go head to head with the German armour with a greater
chance of success than what the western allies would have.
STEP
THREE: COOKING THE STEW
So now that you’ve decided what kind of
army and which nation you’re going to play the next step is actually choosing
the platoons that you want.
There are endless ways to build an army. In
fact that one of the fun things about his hobby is trying to figure out what
works best. I’m not going to make any more suggestion about what you should or
should not included in your army than I already have. This is your army
and you ultimatly have to decide what you’re going to put into it.
The best place to start is to develop a
plan before hand of how your army is going to deal with or counter certain
situations. What I like to call the HOWs. How you deal with the HOWs is up to
you, but you should be aware of them when you’re building an army.
**Important note**
In all of these cases, a perfect reasonable
answer is I’ll ignore it. Just keep in mind if you start ignoring two or three
of these HOWs your army is going to be at a major disadvantage in a lot of
games.
The HOWs that all armies are going to have
to face eventually are:
- HOW am I going to
deal with dug in infantry? Eventually you’re
going to have to attack an infantry platoon that is dug in around an
objective. There is no tougher nut to crack than dug in, gone to ground,
infantry. They’re hard to hit, have good saves and you have to make
firepower checks to do anything to them. The only sure way to deal with
them is to assault, but that leads to a whole other set of problems.
Airpower, heavy tanks, heavy artillery, smoke, and lots of infantry are
all components to an answer this HOW.
- HOW am I going to
deal with heavy tanks? Whether German Tigers,
British Churchills, or Soviet KVs, you are eventually going to face a
tank(s) that is immune to all but the heaviest anti-tank guns. I’ve seen
three Churchills slowly moved to an objective take it and defend it all
the while the defender threw everything he had at them and did nothing.
Heavy AT/AA guns, smoke, engineers, lots of bazookas or PIATs, or a
well-placed ambush are all effective counters that you have at your
disposal.
- HOW am I going to
hold an objective? Flames of war is all about the objectives. Whether your
attacking and have to hold against a counter attack or defending an
objective right from turn one at some point there is going to a small
piece of real estate that is going to mean a great deal to you. Infantry,
heavy machine guns, light and medium anti tank and infantry guns, mortars
in various combinations are best to hold an objective.
- HOW am I going to
deal with air strikes? While effective, air
strikes are more of a problem for some armies than others. When you’re
building an army figure out if you have any critical platoons, for example
a British 8 gun battery. If you do have such a platoon(s) then investing
in some sort of anti aircraft defence is probably a good idea. If not,
don’t wreck your list trying to fit AA into it. As well, keep in mind that
aircraft cannot strike within 16” of friendly troops, so closing with the
enemy as quickly as possible is also a valid tactic.
- HOW am I going to
deal with a hoard of light tanks? Sort of the
opposite of How #2 but it can be just a tricky. Some players love light tanks both
because of how many they can get, but also because of the speed and
firepower that they possess against infantry. 40 machine gun shots or 30
37mm cannon shots can’t be easily ignored even by dug in infantry. As
well, because of their numbers and speed there is a good chance of getting
side shots on medium tanks, which will go through. Plus since there are so
many, the player can afford to lose 5, 6 of the things while closing and
still do damage. Heavy artillery, lots of light and medium anti guns, long
ranged anti tank guns, as well as tanks of your own can be counters to
light tanks.
- HOW am I going to
deal with the infantry hoard? While this is
largely a Soviet trick, both the Americans and Italians have some
potential of doing it as well. The big issue with lots of infantry is
staying power. It can take a lot of time to reduce large platoon/companies
down to something that is more manageable. And in Flames of War
time is sometimes something that you don’t have. Artillery, mortars, HMG (of course),
light tanks and lots of your own infantry all can counter infantry.
Notice that there are while some things
(for example artillery) are useful against a lot of HOWS, there is nothing that
is useful against everything. And that is the why a good Flames of War army is
like a good stew. A good mixture of units (like a good mixture of ingredients)
working together can be creates a unified hole that is stronger than the sum of
its parts.
Some examples:
A small infantry platoon, backed up by one
or two machine guns will produce enough firepower to slow down (by pinning) a
larger infantry force. Thereby giving enough time for the supporting mortar
platoon to nail it while they are in the open. Or it can provide enough of a
target to lure a tank into a position where the ambushing anti-tank guns can
get side shots.
A solid artillery barrage that has been
ranged in for a few turns will keep a group of dug in infantry pinned and cause
a enough casualties that it will make the assault by a tank platoon possible.
In the shooting phase just before the assault switch to smoke, over part of the
platoon while the tanks direct fire with their Machine Guns on the remainder.
The infantry stays pinned and the tanks get concealment bonuses as the attack
through the smoke.
A recon team removed GtG off of an infantry
platoon, so that EVERYONE can hit it easier.
Combined arms, teamwork, and the right
firepower for the right opponent was what won battles in World War 2. The same can be said Flames of War, which
in my opinion is the mark of a great game. If you keep that in mind along with
your own temperament as a player then you will create list not only that will
be fun for you to play, but one that will be able to take on all comers and
stand a good chance of winning.
Addendum
Personal army list
I figured it would be only fair to put my
money where my mouth is and put forward some of my army list to show you how I
answered my own questions.
First off, I’m definitely an aggressive
player who even on defence likes to counter attack at the first opportunity.
Unfortunately I really don’t have the tactical skill to really be that much of
finesse player. Keeping that in mind there are three 1500 lists that I’ve come
up with, one for each type of army.
Late War American mechanized company
(Italian Veteran).
HQ
Armoured Rifle Platoon
Armoured Rifle Platoon
Mortar Platoon
Recon Platoon
Tank Platoon with 4 Shermans
Tank Destroyer Section with 2 M18 Hellcats
Because they’re Italian Veterans I only get
1150 points for spend, but given that they’re confident vets…I’m willing to pay
the price. The firepower of the Armoured rifles is only matched by it speed.
The recon allows me to keep ambushes back and get rid of GtG. The mortars are
more for smoke than anything else, but can also be useful against infantry or
gun teams in the open. The Shermans
are to digging out infantry at range and the Hellcats are for the tanks. I have
enough self-defence AA that I’m not worried about air attacks.
Mid War Italian German Motorized Infantry
Company
HQ
Motorized Infantry Platoon
Motorized Infantry Platoon
Heavy Weapons Platoon (2 HMGs and 3
Mortars)
Anti-tank platoon with 2 Pak 38s
Tank Platoon with 3 Mark IVGs
Motorized Infantry Gun Platoon with 2
Grilles
Motorized Anti-aircraft platoon with 2 20mm
halftracks
In defence, my plans are to combat attach 1
of the HMGs and Pak 38 to each motorized platoon. This powerful force with
should be able to hold out until the mechanized forces arrive to counter
attack. On the attack, the Mark IVs attack, backed up by the motorized
platoons. The mortars smoke blind anti-tank guns while the Grilles blast dug in
infantry apart. The AA guns will either defend the Grilles and the trucks from
aircraft, or they’ll provide additional fire against dug-in infantry.
Mid War British Armoured Company
HQ 2 Grants
Tank platoon with 3 Grants
Tank platoon with 3 Grants
Recon platoon with 2 Humbers and 1 AEC Mk1
Royal Horse Battery
with 8 Priests
One of my more unorthodox lists, but that I
think would work for me. Once again the recon remove GtG and prevent close
range ambushes. The 8 priests are getting all of the advantages of 8-gun
battery but with AT4 FP4+ bombardments. This should be enough to reduce a dug
in platoon quickly.