Romanian Flames of War Nationals 2025 – My first wargame tournament in the land of Count Dracula!

By Paolo Paglianti

Even though I’ve been playing wargames since way back in 1992 and have travelled across half of Europe, I had never had the chance to visit Romania. When my friend Quentin Taylor — a Canadian but Romanian by adoption — told us he would be organizing the Nationals near Sibiu, we booked our flights almost immediately!

Moreover, the Romanian Nationals are part of the European Series, a circuit of National tournaments which this year — in its second edition — includes Belgium, Germany, the UK, Poland, and also Italy, where I will be organizing the event on March 14–15, 2025. Together with Rob and the others, we wanted to create a network that would encourage players to take part in tournaments across the Old Continent.

Operation Bagration: Revisiting 1944 Soviets for Flames of War

By Richard Steer

The next Late-War compilation for Flames of War is about to be released. Operation Bagration consolidates the previous Soviet, German, and Axis-Allies books for 1944 on the Eastern Front into a single volume.

It is now five years since the first of those books, Bagration: Soviet, was published. It’s fair to say that there haven’t been any earth-shattering updates to the Soviet lists. However, Battlefront has taken the opportunity to update the Soviets to include a few products that they have released in the intervening years, and it’s worth taking a closer look at those changes.

Fortress Europe, the new start-your-army box for Flames of War

By Paolo Paglianti

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.

ETC 2025, the event of the year for the Flames of War players!

By Paolo Paglianti

As every year, the ETC – European Team Championship for Flames of War takes place towards the end of July. It’s probably the most important tournament of the year for fans of the game, and the whole FOW community, including US and New Zealand.

I was lucky enough to take part in 2022 as a “mercenary” for Team Iceland in Belgium, then returned in 2023 and 2024 with Team Italy, again in Belgium and then in Poland. This year, the ETC was held in Austria, in the town of Loben, and Team Italy was back on the field! Let’s see how it went!

Time to say “Banzai” – the Imperial Japanese forces land in Flames of War

After many years of games and painting WWII armies from North Africa and Europe, we can finally leave the Old World and travel to the Far East: Battlefront is about to release the highly anticipated Pacific expansion for Flames of War.

As we saw in Tom Gall’s preview, the new book is already shaping up to be a “compendium” of over 170 pages, covering the armies that fought in Southeast Asia. It includes the US Marines, the British Commonwealth and their Indian and Australian allies, and of course, the Japanese—who will be the focus of this article.

Breakthrough: A FOW Battle Report

By Richard Steer

“Why aren’t more people choosing the Manoeuvre stance?”

I asked this question of my friend Bede after a day spent running a Late-War Soviet Forward Detachment at a recent Flames of War tournament. In several games, I had attacked Berlin: German armored forces with combinations of StuGs, Hetzers, Panthers, and Panzer IV/70s. Every player I faced had also chosen to attack, with that combination in the Battle Plans mission selector leading to our games being meeting engagements.

I can see the attraction of the Attack stance. It leads to faster and simpler missions, and you usually don’t have Reserves so you get all your toys on the table. However, I was thinking about the advantages the German forces had over my Soviets: Careful Veteran skill, high front armor, and good anti-tank weapons, and whether the Attack stance was making the most of those.

By choosing to attack, the German players had been forced to advance to take objectives, reducing their Rate of Fire, bringing their tanks towards the anti-tank weapons of my infantry, and allowing my Shermans and SU-76s to get into their side armor.

Flames of War Italian Nationals 2025 is kicking off – and we have the first photos of FOW Special Objective 2025!

By Paolo Paglianti

Tomorrow marks the first FOW Nationals of the year! Near Milan, 40 players from all over Europe (plus an American and a Canadian!) will clash in battle to claim the title of 2025 Italian Nationals Champion.

The event is organized by the Milan FOW club, which is participating in full force—with four new players joining in (we’re growing!). They have also been a tremendous help in setting up the 20 tables for the Flames of War MID tournament.

Team Yankee – Some House Rules

There is a small but dedicated group of retired military guys in Petawawa, Ontario, Canada who have been playing Team Yankee for a number of years now. Their names are Bob McBride, Lindsay Cameron and Louis Santerre. Being ex military they want rules to be as realistic as possible. So, they came up with some house rules that they feel play just a bit better than the standard Team Yankee rule set.

Here is what they came up with:

OFF BOARD ARTILLERY:

1. Heavy and medium artillery may be declared, at the beginning of the game, to be “Off Board”.
2. Any “Off Board” artillery is considered to have the range to engage any target on the board.
3. Counter Battery fire is permitted against your opponents “Off Board” artillery but it is assumed
the template is over “near terrain”; therefore, a penalty of +1 is added to any ranging-in (page
53). The target is assumed to be no more than 3 guns under a small template.
4. Once “Off Board” artillery has fired it is deemed to automatically “Shoot & Scoot” during the
assault phase and has moved, so it is no longer under the template; therefore, any future
counterbattery fire must be ranged once again.
5. Mortars may not be placed “Off Board” due to their limited range.
6. “Off Board” artillery may be engaged by close air support (CAS) but must range in with a +1
penalty as it is considered that the template is over near terrain. CAS Aircraft may be engaged
by AA if the range of the AD system can reach the edge of the board where the player’s
deployment originated from.
7. Any on board artillery has the ability to “shoot and scoot” IAW with the applicable “shoot and
scoot rule” and must take a skill test in order to move. (page 37).
8. The cost of any “Off Board” must be included in the players total point value; however, the
models themselves are not required unless the player intends to deploy them on the table.

 

DISMOUNTED SPECIALIST OBSERVER:

1. Observers cannot call for fire the turn they dismount but can attempt to dig-in as long as they
pass a “Blitz Move” and don’t move any further. An Observer can only dismount at the
beginning of its movement phase IAW the rules for mounting and dismounting. (page 34)
2. The Observers vehicle is subject to the transport rules as a dedicated transport. (page 35).
Should they remain on the table they must remain within command distance of each other.
3. An empty observer transport cannot call for fire but can direct fire its MG. It retains it scout rule
as an independent tank team.
4. Dismounted Observers are treated as independent infantry teams (with the characteristics of its
national origin) and retain the scout rule. (rate of fire 2 /anti-tank 1 / fire power 1)

 

 

HIDDEN SETUP:

1. A screen is setup such that players cannot see their opponent’s initial deployment. Anything
between a small gap at the bottom of the screen and the board can be seen and engaged.
Should shooting occur the screen is removed, normal sequence of play is triggered and the
player who shot first completes their turn.
2. Neither side can initially deploy within 12 inches of the screen
3. In subsequent turns movement can be conducted. A die is rolled on the first turn. On a score of
5+ the screen is removed. For each subsequent turn add an additional die.
4. Once the screen is removed, normal sequence of play is conducted.

 

The enemy side before deployment and after objective markers have been placed.

The friendly side of the table before deployment.  Note the big screens with a small gap at the bottom. It really forces you to do a terrain study before deploying your troops.

 

DIRECT FIRE SMOKE: (page 50)

1. Teams capable of firing direct smoke (eg. Tank Teams) are not restricted by having to fire at a
specific opponent’s team.
2. They may fire at any point on the board within their range and line of sight.
3. Smoke must be fired first before any other shooting.

TANK TRANSPORT ATTACHMENTS:

1. Tank Transport Attachments: (page 19) both parts of the unit operate independently as
separate units, supporting each other, although they deploy as a separate unit. Supporting each
other is defined as; in proximity of each other. Proximity is defined as within 12 inches of an
affiliated infantry unit.
2. Unit Morale Checks: (page 64) If an infantry unit is destroyed or fails its morale check, its transport attachments, that have remained in proximity, are removed from the
game but are not considered destroyed. Regardless where the transport unit is located even if
they are no longer located in proximity of the affiliated infantry unit, they are removed but not
considered destroyed.
3. Victory Points: (page 83) Count separately core units from their attachments that have not
remained in proximity to each other. Under these circumstances if they are both destroyed they
count as two separate units. Two victory points are awarded to the opponent.

My OVERWATCH Rule Suggestion:

I also have a suggestion for an Overwatch rule. One thing that has always frustrated me with Team Yankee and Flames of War is how a unit can be dug in, gone to ground and have their weapons aimed and ranged into a certain piece of ground yet not get to shoot first. I don’t understand how a unit came come out of cover and advance towards me and get to fire first just because its their turn and my guys have to just take it even if tactically they did everything right. I would suggest that we try something like the Air Defence Rules. The only thing that might have to be different is that you just can’t shoot anywhere on the table.  There would have to be some mechanic where you can only shoot along your centre of arc with a left and right amount in inches. We didn’t use this in the game, but I’d like if someone did some playtesting.

A little while ago the boys from Petawawa, which is home to our 2 Canadian Mechanized Brigade Group (2 CMBG) (Facebook), the Canadian Special Operations Regiment (CSOR) Canadian Special Operations Regiment – Canada.ca , 427 Special Operations Aviation Squadron with Griffon helicopters 427 Special Operations Aviation Squadron – Royal Canadian Air Force – Canada.ca and 450 Tactical Helicopter Squadron with Chinook helicopters 450 Tactical Helicopter Squadron – Royal Canadian Air Force – Canada.ca  invited me to make the two hour drive for a game. They set up a 12 foot by 4 foot table and we played 2 v 2. My Canadians joined up with the Germans while we faced off against the Soviets.

I won’t be giving a detailed battle report but will discuss how the rules played out and my thoughts. First up is the Offboard Artillery Rule. This one probably excited me the most. Gone were the games where you put some guns on the table only to have them have to engage in an anti tank shoot with rapid fire tanks or reconnaissance vehicles.  They could now concentrate on doing their job of providing indirect fire support. I figured there would be a big counter battery fire fight to start the game, but that didn’t happen, even though each player brought at least one unit of artillery. I guess we all just wanted to fire at the enemy troops directly in front of us.  Perhaps if there was a turn of counter battery fire before the game starts, one would keep shooting at the other player’s guns until those guns were gone.

I was also looking forward to the Dismounted Observer Rule and I even painted up an observer stand. I put him in a nice hill feature, sent his M113 to the rear, dug him in and had him start doing his job of directing the guns onto targets. My opponents “targeted” him right away. Eventually they would roll a six and I’d roll a 1 or 2 as a save, they made Fire Power and after a couple of turns he was out of the game. Maybe a dismounted observer could get an extra modifier to keep him in the game longer. Or perhaps it was just that he became a priority target for the enemy. Either way, it was nice having the option of a dismounted or a mounted observer.

The Hidden Set Up is the biggest game changer (pardon the pun) here. It forces one to have recce elements in their army and to use them as they are designed. That is, to go ahead of the army and locate the enemy and to provide flank security so that there are no surprises. Once that first unit spots an enemy unit behind the screen all the screens are lifted. And there are usually some surprises to be had. Some bad luck or bad deployments could mean one side is in trouble early in the battle. In our game we made sure to cover all the most probably enemy approaches and got lucky in that the enemy wanted to use the approaches that we had prepared for. The Petawawa guys said that they liked playing this rule with from the short table edges as the units had more room to maneuver before being located.  I’d like to try that in the next game I play.  And perhaps on a much bigger table or with a smaller number of points.

My Canadians initial deployment. Recce right front and the infantry dug into the ruins to deny the Soviets an objective.  They are supported by Leopard 1s in a hide. I have my TOW and ovserves in the woods on the hill to the left of the photo. My M1a1’s, ADATS, mortars and depth platoon are behind the large hill feature waiting to react to Soviets moves. Note the Germans on the left near the church.

The recce has done its job and the screens come up. I’m in perfect position to stop the Soviet threat on our right. They never got much closer than this.

The Direct Fire Smoke rule played out just as predicted. It wasn’t that much different than how the present rule. I didn’t take advantage of the Tank Transport Attachments rule. I’m sure the fact that I was fielding M113’s against BMP’s might have had something to do with it. I kept them close to the infantry to support them. My German ally on the other hand used his Marder 2’s to great effect with their firepower and mobility. They fought well in front of the infantry and kept their small infantry platoons safe from the enemy. You have to be careful though as losing the transport teams will cost you twice the victory points. My strategy would be to get some shots in and them withdraw them to support the infantry once they come under effective fire.

I hope this article inspires Team Yankee players to try some or all of these house rules and share their experiences with other players or in the comments below.

You may have noticed some Canadian vehicles in desert colours in this article.  That is a teaser for my next article on my Desert Storm Canadians.

 

 

Death or Glory: Flames of War at ValleyCon 2024

By Richard Steer

Every year, the Hutt Miniature Wargames Club hosts the ValleyCon wargaming event in Upper Hutt, New Zealand. 2024 was the club’s 25th anniversary, and fittingly, ValleyCon 2024 was its biggest event yet. 170 gamers came together from across New Zealand to spend two days playing in tournaments for eight gaming systems.

I played in the Flames of War tournament, which had 20 players with 98-point Mid-War lists using Dynamic Points in five 2.5-hour rounds. I try to bring a new army to each ValleyCon, and 2024 was the year that I finally built a British ‘Death or Glory’ Armoured Squadron.

Tally ho! A troop of ‘Death or Glory’ Crusader IIIs charging across the desert.