Thanks for joining us for the Red Banner/Ghost Panzers Live Launch.
We hope you enjoyed all the bits and pieces we got up to during the launch, and be sure to enter the competition on the Flames of War Facebook group to be in to win a copy of either of the new Kursk books and its corresponding army deal.
It’s been a pleasure, I’ve thoroughly enjoyed my first Live Launch.
The battle lines have been drawn, the tanks have been fully serviced. It’s time for Firestorm: Kursk.
Firestorm Kursk Firestorm is back and this time we are fighting around Kursk. Firestorm: Kursk recreates the two-pronged German attack around the town of Kursk in an effort to cut off the Soviet forces in the area. Of all the battles that occurred around Kursk, none quite compare to the battle of Prokhorovka, which ended up being one of the largest tank battles in military history.
The Campaign This kit has everything you need to play a full Firestorm: Kursk campaign at your store or club. The campaign will consist of a series of Flames Of War games in which players attempt to capture areas from the enemy or recover those lost in earlier games. Each time a player attacks they place a marker on the map, once all the markers have been used the campaign is over and the side with the most victory points wins.
Battle of Prokhorovka The 5th Guards Tank Army was one of the most powerful armoured forces fighting in the Battle of Kursk. It was formed in March 1943 from the brand-new 29th Tank Corps and the experienced 5th Guards Mechanised Corps, and gained the 18th Tank Corps as it moved to counterattack positions as the Germans attacked at Kursk. Once in position near Prokhorovka, it added the 2nd Tank Corps, 2nd Guards Tank Corps, and the 9th Airborne Division from the forces that had been delaying the German advance.
On 12 July 1943, this force of over 800 tanks attacked, including more than 500 T-34 tanks, throwing the Germans back in hectic, close-range battles. Phalanxes of tanks charged across the dry steppes, dodging the gullies that slashed the battlefield, crossing through the enemy formations to shoot at point-blank range into the flanks of their tanks. The hills and state farms that the Germans had captured the previous day were littered with burning tanks by nightfall.
Massive Tank Battles Battle of Prokhorovka being one of the largest tank battles in Military history, makes it the perfect place to play large tank battles. We suggest you play at least 150 point forces with an emphasis on tanks formations. This is the perfect time to pull out every T-34 you have or that large Panther army you been trying to play but was too many points for a standard 100 point game. The 150 points is only a suggestion—got a large Tiger tank company and you want to fight at 200 points? Go for it! The more tanks, the better.
Unlike normal areas on the map, Prokhorovka is fought over a series of battles. So you can stage loads of large tank battles during your campaign. Each victory at Prokhorovka will earn the winning side a control token that is placed on the Prokhorovka Battle Track. Each control token on the Prokhorovka Battle Track is worth one victory point and is added to the totals on the Firestorm Kursk map once all battles have been played, so winning in Prokhorovka can decisive when calculating victory points at the end of the campaign.
A common question we get is how long a turn of Flames of War takes. It can’t be instant, because setting up mortars takes longer than a second, but it also can’t be a whole day as an assault doesn’t have to take that long.
See Phil’s answer here to clear everything up:
‘The length of a turn is one Command Cycle: the time it takes for you as the force commander to receive reports, assess the situation, issue new orders and have them carried out (or interrupted by enemy action, necessitating a new command cycle).
As Von Clauswitz wrote long ago, “Everything in war is simple, but the simplest thing is difficult.” and “Action in war is like movement in a resistant element. Just as the simplest and most natural of movements, walking, cannot easily be performed in water, so in war it is difficult for normal efforts to achieve even moderate results.”
Everything take much longer when you are trying not to be killed. Soldiers who can hit a target 99% of the time in training will fire a hundred rounds to score a hit because exposing themselves enough to find a clear target will expose themselves as a clear target to every enemy soldier. A duel between two tanks can take hours, with only a dozen shots exchanged as they creep about in a tiny space, trying to get a shot in without getting shot in turn.
Net result, most turns (when compared to the time it takes for a real battle to move forward by the same amount) are likely to be 15 to 30 minutes long. Some, such as when the action is at close quarters, may be quicker, others such as when your forces are waiting for a minefield to be gapped, could be hours long’.
Over the course of Version 4, the Flames of War community has been very enthusiastic about particular units that did not make the cut for the new books. Units with significant fan clubs have found their fans sending us unit cards to allow those units to be fielded in your V4 forces.
During the launch, and in the future, we will share some of these cards with you. The launch day cards will be available on the Flames of War Website next week for download here…
These cards are neither ‘official’ nor ‘unofficial’, but have been researched and tested, so it’s up to you, your opponent, or your TO as to whether or not you can field them.
We know you’ll enjoy seeing some of these old friends on the battlefield again.
On the 23rd and 24th of August we had the Iron Cross and Enemy at the Gates Live Launch. During this time we updated the website with plenty of information, lists and pictures and a fun day was had by everyone here. Check out all the content we posted below.
For many years people have been using Forces, the company builder for Flames Of War. We are excited to announce that we have a completely updated version for Version 4.Forces takes the heavy lifting out building an army. With a few clicks you can begin building an army, confident that you have built a legal Force. Once you have finished building you can easily print out (or PDF) a list, perfect for submitting to tournament organisers or to give to your opponents. It even provides the card reference information to help you track down the appropriate Unit Cards from your collection.Because V4 Flames Of War works a little differently to previous versions, there have been a number of changes made to how Forces works. Even if you are a veteran of Forces should take a few seconds to read the basic primer over on the Flames Of War website.
Make sure you also take a look at the Sample (Free) Panzer III Company listed in the Quick Links section as this will give you a chance to try out Forces before you buy.