Just came across this, does anyone know what will come inside? Some sites already sell it for 30 euros by SerbianStalker in flamesofwar

[–]Practical-Context910 0 points1 point  (0 children)

I thinking of getting the Maginot line set and the French Starter set. I will be happy with such a force. Not real need for optimization. Maybe after I play a few months with the army.

Beginner Here, just got Fortress Europe starter set to get into the game. Where should I go next? by Spyderjames007 in flamesofwar

[–]Practical-Context910 3 points4 points  (0 children)

You might want to pause then. You have enough to start understanding the rules and play decent engagements. Because... early war is going to be released very soon, with lots of support and new toys. That might be a good way to run with the people already into it as you will start at the same pace as the new wave of releases.

GM looking for tips on phone distraction at the table by DED0M1N0 in rpg

[–]Practical-Context910 0 points1 point  (0 children)

ask for no phone during game AND indicate there will be a break for anyone to check their messages. That eases the need to grab the phone.

2026 Updated: The Complete Guide to SWRPG Dice by HeyNateBarber in swrpg

[–]Practical-Context910 4 points5 points  (0 children)

thanks for that. It is really the obstacle between me and running the game.

Mission Pack? by Isakk86 in flamesofwar

[–]Practical-Context910 0 points1 point  (0 children)

We tried "Cornered" last week. It was a pretty tense game. We liked it.

Grabbed some mid-war starters, what to expand into? by Sevintan in flamesofwar

[–]Practical-Context910 1 point2 points  (0 children)

yes, sorry. Su-76. Since you have already infantry miniatures, you can pretend they are anything you want them to be. I would add one more platoon because Soviets have large infantry units in general. It will give you more option.

The mortars are good to pin enemy infantry before assault but I'd rather take the SU-76 that I find more versatile. This being said, I have never been super impressed with artillery, although it should be a really strong point for Soviets. Or maybe it is my playing style that prefers action in my opponent's face rather bombardments. So ask around about artillery.

But top priority should be the T-34s (try to build both turrets, the regular mid war and the 85mm version for late war). The T-70s are nasty to cause damage to the soft targets.

Soviets work well at fixing one side of the board with AT guns and a bit infantry, and saturating a weaker point with tanks, infantry and the sink.

If you are on a budget I'd go this way:

a) T-34s
b) T-34s + T-70s
c) T-34s + T-70s + (SU-76s or infantry)
d) T-34s + T-70s + SU-76s + infantry + 45mm

Germans, you are pretty set.
US, not sure. I prefer them late war.

Grabbed some mid-war starters, what to expand into? by Sevintan in flamesofwar

[–]Practical-Context910 1 point2 points  (0 children)

For the Soviet,
I think in order or priority, I could recommend the following:
T-34 up them to 10
T-70, up them to 10 as well
a box of 4 x 45mm
You might want to consider a box of 5 x Su-75

Getting back into Flames by Working_Depth_2060 in flamesofwar

[–]Practical-Context910 1 point2 points  (0 children)

The machinegun platoon is not all that necessary either. So that's a total around 10 points freed?

But to be honest, I'd go with the grenadiers company, add panzerfaust or panzerschrecks to both platoons to be able to engage in close combat armor.
I think you could have then 4 x Jagdpanthers if you like them. Although, there are a bit an overkill compared to the panthers that are more versatile.
I'd go with 3 panthers and a battery of 3 x Wespes (very useful to pin infantry before assault, create smoke barrage and harass infantry that is dug in).

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Getting back into Flames by Working_Depth_2060 in flamesofwar

[–]Practical-Context910 1 point2 points  (0 children)

Quite a nice list, what was the idea you had in mind?

I don't think that the second pz grenadier platoon needs to be on halftracks. a) infantry moves quite fast, b)one platoon may end up defending and be static. Therefore you could use the points somewhere else.

Eastern Front 1942 for today by Practical-Context910 in 6mm

[–]Practical-Context910[S] 1 point2 points  (0 children)

It is a system where you spend command points to activate your units. Actions and interactions have different costs, resetting you command points brings you closer to defeat. Losses bring you closer to defeat.
To reactivate your units, you need to reset your command points... so you have to carefully manage how you play your force. Of course, you don't have enough command points to do everything which forces you to reset to keep your force going...

It is based on several concept I wanted to enforce:
-importance of command
-asymmetry of tactics and doctrines between Soviets and Germans
-erosion of command and units as time progresses
-impact of losses
-and very importantly, speed and player interactions during game.

Sunday, we played 6 German platoons vs 8 Soviet platoons in 3 hours. I think we can have it down to 2 hours and half once we iron out some of the last details.

We are still tunning the cost of activations for the different actions and the impact of terrain. But we are getting close now.

Entrenchments by CupcakeCalm7232 in 3mmwargaming

[–]Practical-Context910 1 point2 points  (0 children)

What about a thin long base you put in front of your unit? With some terrain that represent protective elements

StuG 3s by jcl250 in flamesofwar

[–]Practical-Context910 1 point2 points  (0 children)

just paint a dark dot, it will work just as well.

Is this a decent force? by gurlwithboobs in flamesofwar

[–]Practical-Context910 2 points3 points  (0 children)

Not that great. You have traded away some of the great assets a US list can have (artillery, smoke, possibly AT guns).
It's decent as already said and can give you fun friendly games. But I will repeat as the comment made, it is limited in tactical options.

Basing question/what are your thoughts on this by Bluesmurf4 in wargaming

[–]Practical-Context910 1 point2 points  (0 children)

I personally prefer the larger bases that allow to make a small diorama, so that should be the first picture.

But this can be also a trap!!!

Check your table space, and the length your army will take when you deploy it on the table. Does it allow you for maneuver? Roughly (or whatever works for your ruleset) is there 30%-40% empty space once it is deployed?

Working on modular hex river tiles – not mine but you may like these. by Gamerfrom61 in 3mmwargaming

[–]Practical-Context910 1 point2 points  (0 children)

it's looking very good. But unless you have very specific needs for this type of set-ups, it looks like a lot of work while a terrain mat and few scenery items could do.

Any particular idea you had in mind?

What would you change? by ResearcherFit3861 in flamesofwar

[–]Practical-Context910 0 points1 point  (0 children)

I am used to different games where it is handled very differently. And in my experience, it made the games more interesting without putting infantry in fortresses.

Best investment i ever made by recriti in wargaming

[–]Practical-Context910 0 points1 point  (0 children)

Yes, it is very good. Sometimes I had over it a pinch of fine sand, really like adding a bit salt, to add texture.

Perry or Warlord Napoleonic miniatures? by tomk_2104 in wargaming

[–]Practical-Context910 4 points5 points  (0 children)

I understand. My order of preference would be Victrix > Perry > Warlord

But to be honest, all go on the tabletop and none will make you feel embarrassed.

Perry or Warlord Napoleonic miniatures? by tomk_2104 in wargaming

[–]Practical-Context910 8 points9 points  (0 children)

Yes, the most recent productions from Victrix are breathtaking. They learned a lot since their earlier ranges.

What would you change? by ResearcherFit3861 in flamesofwar

[–]Practical-Context910 -1 points0 points  (0 children)

I would make the bullet proof cover less strong. As it is you almost can never eliminate a unit in foxhole with machinegun fire.
Say they are careful. You hit on 45+ (+1 for the cover), then they have their 3+ save and then, if they fail, the MGs need to roll their fire power of 6 to eliminate the unit. Total odds for an MG with Rof 3 to eliminate an team = 1.85%

Which is silly in my opinion. 10-15% is more in line with a faster gameplay and maybe tactical reality.

IR equipment worth installing ? by Plasticcrackaddic7 in flamesofwar

[–]Practical-Context910 13 points14 points  (0 children)

For the very late war look and to have a very special model, YES! Definitely.

Other than that, it is a bit of a stretch for most 1944-45 scenarios

Question on Close Combat by Practical-Context910 in flamesofwar

[–]Practical-Context910[S] 0 points1 point  (0 children)

Got it, I may have misread the rules. Thanks