Fortress Europe, the new start-your-army box for Flames of War
Rome wasn’t built in a day, and every journey needs a starting point. If your journey is collecting a German or US Late War army for Flames of War, we now have a great foundation to begin with!
Battlefront sent us an early preview of the Fortress Europe box, perfect for anyone looking to get started with Flames of War or for those who already play and want to start a new American or German army. It ideally replaces the older Open Fire starter boxes and, as the name suggests, it’s themed around the D-Day period — but it can be used for any US Late War army or German Mid and Late War forces. Let’s take a look at what’s inside.
On Uncle Sam’s side, we get a tank destroyer formation featuring an HQ with two M20 Scout Cars and two platoons of 2 M18s each. For support, there are three 76mm Shermans and a parachute rifle platoon, totaling 32 infantry figures.
It’s a bit of an unusual composition for a beginner, to be honest. The M18s are very effective and inexpensive (in terms of army points) tank hunters, but with their weak front armor of 2, they’re also highly vulnerable. That said, it’s refreshing to see something different from the usual ‘all Sherman’ beginner box—especially considering that most WW2 15mm gaming clubs are likely to have plenty of second-hand Shermans available, making them easy to find.
On the German side, ‘Defending the Atlantic Wall’ features a Panzergrenadier formation with an HQ and two platoons (for a total of 58 miniatures), two 7.5 cm anti-tank guns, and two menacing Tiger I tanks. A much more traditional starter composition!
The box also includes the standard rulebook, unit cards for all models, assembly instructions — and even guidance on how to identify and base the different infantry types, assuming the buyer is starting completely from scratch.

Here’s the box, just opened — full of sprues! Unfortunately, there are no decals or special models like the V1 from the old Open Fire set
Unfortunately, decals are not included — they’ve been gradually disappearing from Battlefront boxes — and there’s no scenic terrain included either. The old Open Fire sets came with the now “famous” V1 rocket: useless in terms of gameplay but great as a terrain piece, like this one:

First of all, let’s see if the new Fortress Europe box is a good deal. The box retails for $75, €70, or £60. Comparing in USD, here’s what the American contents would cost separately:
- 4 M18s – $44
- 2 M20s (included in a $33 set with 2 Jeeps) – approx. $20
- 3 Shermans – $33 (assuming $55 for a box of 5)
- Parachute Rifle Platoon – $33

The two infantry sprues, with US and German soldiers
With the 32 figures included in Fortress Europe, you’ll be able to build a platoon with:
- 1 small base HQ
- 4 medium rifle bases
- 1 small bazooka base
- 1 medium mortar base
- 2 medium MG bases
So, proportionally, 8 bases compared to the 12 of the full standalone platoon — let’s estimate it at $20.
Total for the US side: $120

In the box, you’ll find the usual small-format handy manual, along with a special leaflet that explains the most important rules in an even clearer way for beginners
Now for the Germans:
- 2 Panzergrenadier platoons with HQ – $32
- 2 Tigers (from a 5-model box at $55) – approx. $22
- 2 x 7.5 cm guns (from a 4-gun set at $44) – approx. $22
Total for the German side: $72
Overall total: about $190 — quite a savings if you were to buy the same models separately.

Some of the sprues you will find in the box
Let’s now see what kind of army you can build with these models using the Forces website.
Assuming we equip the Panzergrenadier platoons with Panzerfausts, here’s a German list worth 61 points. Panzerfaust are better than Panzerschreck as they can’t be pinpointed and killed by the opponent, and every turn (and in each assault phase) you chose the base using the Panzerfaust – and it will be the one in the contact with the side of a Sherman!

Here’s the American list, which comes to 42 points.

So, it’s a good starting point, but it still needs some work to reach the usual 100-point benchmark we use for tournaments both in Europe and the US.
Let’s begin with the Germans. I always try to build my Flames of War core formation with as many units as possible — to avoid the risk of losing the game automatically if my opponent destroys all my platoons. The Panzergrenadier formation offers plenty of interesting options — in my opinion, it’s one of the most complete — but I actually prefer the Armoured Panzergrenadier version, which is even more versatile.
First of all, we should add Sd Kfz 251 transports to the HQ and one of the two platoons. This gives us the MG support from the half-tracks and the ability to move infantry around the battlefield inside armored transports. Plus, Germans have a special rule that allows assaults from their transports — and I remember that well because I lost a game to my friend Vincente Arroyo at ETC 2022 because of it! The second platoon, our “defensive” one, can remain on foot without any issues.
Then, we add the Stummels — half-tracks armed with 7.5 cm guns that can take out any light and even some medium armor that dares to cross their path. Remember they have the HEAT rule, so if they fire at long range, the target doesn’t improve its armor rating.
Next, we add four mortar carriers (on Sd Kfz 251s), great for hitting enemy infantry and guns. They can also fire a single 16” smoke barrage per game — perfect for covering the advance of your tanks or assault troops. If they can’t see you, they can’t shoot you!
To round things off, we include four flame-thrower Sd Kfz half-tracks — devastating against infantry. Flamethrowers have a short range (4″), but if they hit infantry, the target must save twice and the firepower is AUTO — a true nightmare!

Another leaflet helps you assemble the infantry platoons with the correct poses for both the US and German forces
For some anti-tank capability, the German arsenal gives you lots of options. To stay within our point limits, I’d add four SS Stugs as support — they’re hit on 3+, but have 2+ remount and 3+ morale. Flames of War rules allow you to “mix” different books from the same faction: you choose a primary book for your core formation, support, and command cards, but you can also add divisional formations and support from other sources (anything in the “black box” except HQs). This allows us to take SS Tigers, which cost just 1 point more but have a fantastic 2+ morale (compared to 4+ for regular ones). Since we’ll often use them in assaults, this is a major advantage.
Another useful addition is the Wespe battery — three self-propelled guns for 9 points, with artillery barrage at Skill 3+, AT 3 against top armor, and 3+ firepower. Lastly, you always need a scout platoon with Spearhead. The cheapest option is 3 Sd Kfz 250s for 3 points, but I prefer to spend 4 points for two Pumas, which come with AT 9 guns — always handy.
Here’s the list — it adds up to 113 points, giving you a little flexibility for your first games. Don’t forget the Command Cards: you can adjust the final points total by adding cards like Panzer Pioneer Platoon, which improves infantry performance in minefields (just +1 point per platoon — a bargain), or 116th PD Greyhound, which reduces the point cost in exchange for worse Last Stand and Tactics stats.
Wehrmacht version:

Alternatively, you can convert the Armoured Panzergrenadier to an SS Panzergrenadier formation — the SS are hit on 3+, have improved morale (3+) but worse skill (4+), and the formation is nearly identical to our Wehrmacht version but costs 14 points less — bringing our list to exactly 100 points.
SS tanks are almost indistinguishable from Wehrmacht ones. However, their infantry should wear different camouflage patterns, especially in the later stages of the war. That said, as long as you don’t mix SS and Wehrmacht infantry within the same list — where your opponent would need to clearly tell them apart — no one is likely to complain if you use Wehrmacht models to represent SS troops, or vice versa.
SS Version:

In either version, you’ll have solid defense (a Panzergrenadier platoon with Panzerfausts, Stummels, and Stugs providing covering fire from behind, plus the 7.5 cm guns), and a formidable assault force with a motorized platoon in half-tracks, four flamethrower Sd Kfz to wipe out infantry, and two SS Tigers that only fear enemy supertanks. Just remember to deploy your mortars and artillery in well-covered spots and use your HQ to range in shots.
Almost every unit in these lists benefits from the German special Stormtrooper rule, allowing two movement orders per turn instead of just one. So, you can combine Blitz + Follow Me to move an extra 8″ in many situations (though you can’t assault after Blitz), or Blitz + Shoot and Scoot to have your Tigers pop out of the woods, shoot, and return to safety.
The first version of the list works a bit better here, as most units have Skill 3+, while in the SS version many are Skill 4+. One great thing about playing Germans in Flames of War is that it’s almost like having two different armies: Wehrmacht — hit on 4+, morale 4+, Skill 3+ — and SS — hit on 3+, morale 3+, Skill 4+, and overall cheaper in points.
The lists are designed for attack or maneuver. If you need to place 40% in reserve, you can easily do so with the Tigers and the Stugs, and you’ll still have plenty of anti-tank defense thanks to the 7.5 cm guns and the Stummels.
Shopping list (based on Battlefront’s official site, prices in USD):
- GBX152 – 4 Sd Kfz 251: $44
- GBX143 – Stug Platoon (5): $55 (you’ll have one leftover model)
- GBX156 – 2 Sd Kfz 251/16 Flamethrowers: $22 × 2 = $44
- GBX177 – 4 Sd Kfz 251/2 Mortars: $44
- GBX177 – 4 Sd Kfz 251/9 7.5cm Stummels: $44
- GBX192 – 4 Wespes: $44 (one extra model, you can swap with friends or start a Marder platoon)
- GBX172 – Puma Scout Troop: $44 (includes two extra models)
- GE 955 – German Decals– $16
Let’s move on to the Americans. Here we present three very different options.
Starting with the M18 formation, the first step is to optimize it by bringing each unit to 4 M18s. This increases both anti-tank power and morale resilience. In fact, if a platoon is reduced to a single operational tank (with the others destroyed or bailed out), it must take a morale test — so relying on 2-tank platoons for your main striking force is never a smart idea, unless we’re talking about two nearly indestructible King Tigers. To reinforce the formation, we add two M20 Security Sections, each with two M20s and one Jeep. Besides making the formation more resilient, they will be useful for Spearhead movements at the start of the game.
Next, we can consider a very aggressive, armored list by adding a Sherman Tank formation. Like the Germans and their SS units, the Americans have a “budget” option: almost all American formations and units can be fielded as either Aggressive (hit on 3+, with improved 3+ morale) or Veteran (hit on 4+, morale 4+, but 3+ Tactics). The point savings are significant: a 5-tank platoon of Green Sherman 76mm costs 23 points, while the Veteran version costs 28. To fit everything in, we’ve chosen the Green option — but just like with the Germans, the models are identical and you can field them as either version when you play.
In this formation, we add an HQ with two Sherman 75mm, a maxed-out platoon of 5 Sherman 76mm, a platoon of fast and tricky Stuarts, and — since we’re at it — a platoon of 3 M4 Mortars for only 2 points. These provide smoke and can wipe out infantry and gun teams.
With the remaining points, we include a platoon of 3 Priests. American heavy artillery has a special rule: if it ranges in on the first attempt, all gun teams and infantry under the template must re-roll successful Saves — just like a repeat bombardment. At 8 points, 3 Priests are a must-have. Finally, to bring the total to 100 points, we add a Lucky card — always useful.
Here’s the list:

This force is designed primarily to Maneuver or Attack. The single infantry unit can hold an objective, especially if backed by M18s. The M18s can rapidly move toward unguarded objectives — like in the mission Bypass from the most recent More Missions free PDF— with their 28″ cross-country speed. The same goes for the Stuarts (24″ cross-country), and these units are often ignored by your opponent.
You can also build this army using the Bulge: American book, which comes with a major upgrade. Among the Command Cards are 76mm Hypervelocity and Tank Destroyer Hypervelocity, which for 1 point per pair of M18s or Sherman 76mm improve their AT to 13 — a game-changer against Tigers or Panthers. It’s a good starting point if you want to go full M18, with three platoons of tank hunters – this is common sight on Late War tournament’s tables.
Let’s look at the second option — more balanced, and well-suited for Defensive or Meeting Engagement missions, where you’ll be defending two objectives.

The M18 formation stays the same, and the supporting Sherman 76mm platoon is increased to 5 tanks (23 points). Then, we introduce a Rifle Company formation (if you don’t want to buy and paint two infantry platoons, you can use the Paratroopers as infantry — no one will mind). We also take a “Sticky Bombs” card, so if anyone is assaulting your defending platoon, you can target the opposing tanks with a full combat turn with top armour 3 attacks.
In this formation, we also include two mortar platoons — Americans are among the few armies lucky enough to have two mortars in-formation, and at very low cost. We keep the Priests from the previous list as well — they’re excellent even on defense.
Knowing you’ll be on the defense, it’s essential to plan your reserves. You can place the Sherman platoon (23 points), an M10 platoon (15 points), and one Security Detachment (3 points) in reserve. This setup also works for Deep Reserves missions, which require placing all but one armored platoon in reserve.
The remaining M18 platoon can be deployed in Ambush, perfect for surprising enemy units that get too close to your lines. Remember, ambushes can only be placed within your initial deployment zone, but if they’re concealed (in woods or wheat fields, for example), you can deploy them practically right in front of the enemy — just 4” away.
In missions like It’s a Trap!, you can even deploy ambushes behind the enemy lines—especially if your opponent pushes forward too aggressively. You’re allowed to place an ambush in terrain the enemy has moved through in a previous turn, including woods or fields, as long as it’s still in your deployment zone. And four M18s suddenly opening fire on the rear armor of enemy tanks? That’s a very nasty surprise!
Also, M18s have the Seek, Strike and Destroy rule: they can receive both a Blitz and a Shoot and Scoot order in the same turn (if the Blitz succeeds), letting them behave like German Stormtroopers — pop out of cover, shoot, and slip back into safety. With 4+ Skill it’s not guaranteed, but not unlikely either.
Another important American rule: all infantry platoon commanders can spot for indirect artillery fire. So your M18 HQ, Rifle HQ, and two infantry platoons can all act as observers — the last three with 3+ Skill — while your Priests and mortars stay safe in the rear, maybe behind a wood or a hill.
And now we come to the third option, which is probably the best choice for someone starting from scratch.
We group the four M18s we already have into a single support platoon and build the list around two formations: an infantry formation (as seen earlier, but now with the addition of a 57mm anti-tank gun to better withstand armored assaults), and a tank formation with five Sherman 76mm and five Stuarts, creating a fast-response and assault force. For scout and spearhead, we introduce the cheap and reliable British Universal Carrier allied platoon, to save a couple of points – but you can sneak in the M18 scouts, if you already have them.
For reserves, you can keep the five Shermans, the five Stuarts, and the Sherman HQ off the table, while deploying the M18s on the field—possibly in ambush. Alternatively, if the situation calls for a fast move toward an objective, you can leave the Shermans, M18s, and the self-propelled mortars on the table and use the Stuarts to quickly outflank the opponent.

Here’s the shopping list for these American builds, using Battlefront’s official site and USD prices:
- UBX54 Priest x3 – $33
- UBX68 Rifle Company – $66
- UBX69 Sherman Platoon (5) – $55
- UBX93 M18 Platoon (4) – $44
- UBX79 Recon – $33 × 2
- US785 6 mortar bases – $23
- UBx70 Stuart Platoon (5) – $55
- UBX81 57mm 3 guns AT platoon
- US941 US Decals Late – $16
I hope this article proves useful as you build your new US or German force with the new Fortress Europe box! In the near future, we’ll look at expanding this with themed lists—such as a Free French US force or a new Bagration Compilation German list—so stay tuned!

