It's another Flames Article, to draw you over to the dark side of 15mm combat.
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All pictures belong to Flames of War, without permission, but friendly nontheless! |
For a Flames player, you'll notice that quite a few of the 'innovations' leaked in the 6th Edition WIP 40k ruleset came directly from the world of flames. Defensive fire and pinning are things that really work in flames, and can prove absolutely devastating. In addition, they tend to encourage combined arms tactics, as frequently a good team is a mixed team, as all vehicles come with their own advantages and disadvantages...
So here follows a little article to get you interested in Flames of War, in particular, unit synergy.
syn·er·gy
[sin-er-jee] Show IPA
noun, plural -gies.
2. the cooperative action of two or more muscles, nerves, or the like.
3. the cooperative action of two or more stimuli or drugs.
Synergy in 40k does work, because at core a synergy is a simple game of "Paper-scissors-Stone" that we all play in our heads. The autocannons in one team may not fire on the Terminators next to them, but instead trust to the plasmaguns of the command team to whittle the superhumans down. It works in 40k because the sliding scale of toughnesses and saving throws, throws up probabilities that we try to best exploit. In a term, it's fire discipline.
Unit Synergy in Flames of War
In Flames, the synergy is made more complex. Unlike 40k, not all weapons in Flames are effective against all units. In some cases, you are better advised to deploy different weapons against the same unit under different circumstances.
Example One: Entrenched Veteran Troops.
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A veteran team (4+ to hit), in cover ("concealed", 5+ to hit), over 16" (6+) to hit, who hasn't moved or fired (gone to ground, 7+ to hit), just cannot be hit on a D6.
These rules reflect the reality of the situation (and the opposite to 40k), troops in cover who aren't shooting at you are nearly impossible to hit.
Bullet-proof Cover
To further compound this advantage, if you are in bullet proof cover (ie in or against a building, in foxholes (you dug yourself), in trenches etc, then your opponent doesn't just have to hit you, but they also have to pass a firepower test to penetrate your cover.
Rifles and Machineguns have a firepower of 6. This means that after scoring a hit on a 6 to hit (within 16"), you then have to roll a further 6 to kill a unit.
Let's add another problem - a HMG nest
Of course, the obvious solution is to attack them, close combat gets you a lot of advantages - eliminating cover being one of them. The problem is that all those advantages above dissapear as soon as you step out of your entrenched/foxhole position. You still get a 3+ save, but that's it. They can hit you easier, and your boys will go down. Added to the problem are a couple of HMG nests. These can pump out 6 shots each a turn, creating a kill zone for advancing infantry.
Maybe running will help, but maybe not - in Flames moving at the double means that you are moving without caution. This gives the shooter "DOUBLE DICE" to shoot at you, representing the risk very effectively. So simply running at the enemy (A 40k stalwart) won't work. What's a girl to do?
Option 1: Heavy Mortars
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Option 2: Light Mortars
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Option 3: Light Antitank guns
At the same price as two HMG machineguns (pushing out 12 shots), two 45mm guns can offer little in the way of antitank (Light tanks and armoured transports only!). They can however make very short work of a machinegun nest. Only two guns (firing 6 shots), can put down a machinegun nest. For the soviets they have several key advantages. Firstly, they have a gun-shield. This means that although they only have a 5+ save (as with all gun-teams), they are AUTOMATICALLY in bulletproof cover. This means that they can move up and shoot at the MG nest at their leisure. To add insult to injury, you can only hit a machinegun nest at less than 16". At 16" or less, the artillery "volley fire" rule comes in. This means that you get a reroll to hit. Meaning that you only need commit 2 guns to kill a machinegun nest.
Option 4: Assault Guns
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3 SU122's move on an assault gun, with armour 5 they are impervious to the machine gun fire. They move up and fire 3 shots (moving reduces RoF to 1). Thanks to a reroll (volley fire) at 16" they get 2 hits. After rolling a 2+ four times, they are almost guaranteed a kill. They then turn their attention on the infantry with 6 shots scoring 2-3 hits next turn and guaranteed kills.
Ancilliaries - Scouts
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So with just 240pts of Rifles and Machine guns, you would have 32 shots with a 44% chance of destroying a gun nest and a 10% chance of destroying entrenched veteran infantry stand at less than 16". A combination of a scout team (100pts) removing their conceal, and a su122 assault gun team (130pts), would lead to you hitting on a 5+ with a reroll, and a 47% chance to kill per shot. IE three dead teams. Move up and kill the machine gun team, and then start blowing big chunks in the infantry next turn.
Conclusion - it's obviously not that easy...
Clearly a 'real' tank, some simple anti-tank guns or panzerfaust will make short work of an assault gun - but that leads into a whole other plethora of options and complexities. I hope this helps you understand that picking a Flames list is less "best option in codex * spam" and more about understanding the adversary, synergy and combined arms tactics.
And also why a game set in WW2 with realistic adversaries is actually far more challenging and varied than fighting aliens one minute and space marines the next (and the next, and the next, and the next.... lol). Suneokun out.