2002 BGG rank #4030

Flames of War: The World War II Miniatures Game

2 players 120 min Ages 14+ 3.3/5 complexity 5.9/10 rating

About this game

Flames of War is a World War II tabletop game where you use armies represented by painted miniature tanks, soldiers, artillery, and aircraft against another similar opponent's force. To begin all you need is the Flames of War book/rules and a starting force of miniatures depending on what type of army you want to collect. The game uses 15mm scale (around 1:100) miniatures, allowing miniatures from other manufacturers to be used. The game aspires to provide a good balance between playability and simulation and has a typical game running under 2 hours. The Second Edition Rulebook launched in August 2006, took a lot of advice from the players and integrated a lot of the FAQ material previously written to cover First Edition. Flames of War current rulebook range Introduced by: Flames of War: Open Fire Flames of War: Achtung!

What it feels like

Modular Board Variable Player Powers Dice Rolling Simulation Scenario / Mission / Campaign Game Line of Sight Measurement Movement Miniatures Wargame World War II Book

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Game intelligence

Learn the game

40% knowledge coverage

Setup

1. Agree on a scenario and table setup, including terrain placement. 2. Determine points values and build forces from army lists. 3. Deploy forces according to the scenario's deployment rules. 4. Determine who goes first (typically per scenario rules). 5. Place all relevant markers (Pinned Down, Bailed Out, Bogged Down) as needed during play.

Turn flow

Each turn has four main steps in order: (1) Starting Step — check company morale, check victory conditions, deploy ambushes, call for air support, roll for reserves, and rally pinned-down platoons. (2) Movement Step — select platoons one at a time and move all teams within each platoon, respecting command distances and terrain. (3) Shooting Step — select shooting platoons, select valid targets, check concealment, roll to hit, allocate hits, roll saves, resolve pin downs, and check platoon morale. (4) Assault Step — select assaulting platoons, charge into contact, conduct defensive fire, roll to hit and saves, push into enemy positions, determine winner, counterattack or break off, pin down defending platoons, and consolidate or breakthrough.

Scoring and victory

false

Source: Rulebook

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