Painting US Airborne- Evan’s Guide

with Evan Allen

All my figures are painted with the Vallejo range of paints. These are my personal suggestions only so please treat them as a guide and not “gospel”. I’ve also refrained from my usual technique of adding a little Deck Tan VP986 to the basic uniform colour and drybrushing highlights so you can see the actual colour more clearly.

The M1942 Uniform
The first combat uniform issued to US Airborne troopers, the M1942, was purpose designed for Airborne troops by Maj. William Yarborough (who was also the designer of the US Airborne parachute wings). The design included features such as pockets cut on the diagonal to allow easy access while wearing webbing equipment and large, expanding, bellows style leg pockets that became a trademark of the wartime US airborne trooper. The M1942 uniform was used only by Paratroopers and wasn’t issued to Glider troops. The Paratroopers taking part in combat jumps in North Africa, Sicily, Italy and Normandy wore this uniform and even one battalion that jumped during “Market Garden” in Holland was still wearing this uniform.

This uniform was made from light cotton that was a pale greenish-tan colour and I must admit to spending an awful lot of time experimenting to achieve, what I hope to be, the closest match possible. I try to avoid mixing different colours to achieve my basic uniforms but this uniform seems to bring on my OCD (Obsesive Colour Disorder) to get it closer than just plain Olive Drab (887 gets).  The Olive Drab (887) is close but a bit too dark for my taste so, eventually, I settled on a 50/50 mix of Khaki (988) and the Olive Drab (887)

The other colours I chose are:

Uniform Piece Vallejo Colour
Webbing & Equip. Green Grey (886)
Helmet US Olive Drab (887)
Helmet scrim Khaki (988)
Weapon Furn. (wood) Beige Brown (875)
Jump Boots
E-tool handle
Pistol holsters
Flat Brown (984)

The M1942 uniform was practical to wear in combat when it was warm but it offered no protection from the elements when the weather turned nasty. Also, being made from lightweight cotton, the knees and elbows tended to wear out quickly so many an airborne trooper bribed his unit parachute rigger to sew patches over the elbows and knees. The material commonly used for this was cotton duck from old parachute packs and was green in colour. I’ve painted patches on the elbows and knees of this figure over an otherwise standard M1942 uniform with US Dark green (893). You could even mix these with “unpatched” troopers for a bit of variety.

The Glidermen
The Glider borne troops were basically standard infantrymen who woke up one day to find themselves called Glidermen, there were no calls for volunteers here! With a job equally as dangerous as their Paratrooper brothers they were denied the extra “jump pay” until just prior to the “Market Garden” landings when, finally, they achieved official recognition of the hazardous nature of their job. The uniform worn by these intrepid airborne soldiers was almost exactly the same as the “leg infantryman”. The only allowance for airborne duties was the issue of jump boots to a few fortunate troopers and, other than those few, they are the same as an ordinary infantryman in the M1941 uniform.
The colours I chose are:

Uniform Item Vallejo Colour
Jacket/leggings Khaki (988)
Trousers USA Field Drab (873)
Webbing Green Grey (886)
Helmet US Olive Drab (887)
Boots
E-tool handle
Flat Brown (984)

The M1943 Uniform
After the US Airborne forces were withdrawn from Normandy they were refitted and brought back up to strength ready for the next mission. This included the widespread issue of the brand new M1943 olive drab uniform to the veterans of the 82nd and 101st divisions. This wasn’t just a paratroop uniform but the beginning of the US Army’s push to standardize the combat uniform. All airborne units received the M1943 uniform, even the Glider troops, but the paratroopers were quick to modify theirs by adding bigger
leg pockets.

The new airborne divisions arriving fresh from the States already wore this new uniform and it was the

uniform seen dropping from the sky, or climbing out of a glider, during “Market Garden” in Holland and
“Varsity” over the Rhine and into Germany proper.
This figure is painted as wearing the new M1943 olive drab uniform. The uniform colour I used is US Dark Green (893). The rest is the same as for the earlier paratroop uniform colours details. For all the airborne equipment, like mortars and bazookas etc. US Olive Drab (887)

as the US Army used pretty much the same colour of Olive drab on everything.

 

 

 

 

I hope I’ve given you enough to help get you started on painting your airborne force and also a feel for the kind of troops that you’ll be leading, I’m sure, to tabletop success whether from the sky or as elite “leg infantry” with a bit of Armour in support.

Brandon’s Armoured Rifles

with Brandon Davis

At last it is finally here! D-Day American!

I have been really looking forward to this book so I can finally start my late war Armoured rifle and why not kick it off with the Veteran Armoured Rifle Company! I love the speed this company brings! Being able to zip around the board with all those MG’s. They can hold most positions against infantry while trying to grab objectives on top of creating barriers with half tracks them selves.  

Than of course you add in the support of the 57mm Anti-Tank platoon that will back up the half tracks zipping around. They are only AT 10 but that should be able to hold down or take out what I need in time to get into position.

The M4 81mm Mortar platoons and M8 Scotts will rain hell down on machine gun nests and pin down enemy troops until my rifle get into position as well. I also forgot to mention that the M3 half-tracks all have defensive AA!

Over all this army is fast, efficient,  and well rounded. They have all the weapons needed to get the job done. This is definitely going to be a fun army to field.

Fantastic Plastic Forces

with Lonnie Mullins

I’m a plastics guy from way back – if it’s not plastic I have a difficult time including it in my force.  I’ve always wanted to base an American army around a Tank Destroyer Company but didn’t relish the idea of resin M20’s and Jeeps in the security and HQ sections so I held off.  When I found out that we were changing those to plastic the game was afoot.

I’m building a full M10 Tank Destroyer Company – 12 x M10 3-Inch Tank Destroyers, 8 x M20 Scout Cars, and 3 x Jeeps for 59-points.  Being able to whack Panthers and Tigers from the front is not only exciting but will be a new experience for me as my previous American armies have been based around the ubiquitous Sherman Tank (mostly 75’s) and I’d lose 3-tanks for every Panther I took out.  I’ve got an Armoured Rifle Platoon from my mid-war Army already finished so adding them in for 15-points was a no-brainer. Their speed and versatility (and Bazookas, let’s not forget the 5-flippin’ Bazookas) make them an attractive option to take and hold objectives.  Being a BIG fan of air-power, I can’t help but add a P-47 Thunderbolt Fighter Flight (even though they’re not plastic) to the mix for a mere 9-points.
This leaves me with 17-points left to spend on support. Now I could have used those points to add 4 x M4 Sherman tanks, which I’ve already got assembled and painted from my Mid-War army, but instead I’m going with an M7 Priest Artillery Battery of 6, mainly for the smoke screen it can lay down to protect my M10s as they advance (or retreat) and to pulverize any enemy infantry they come across. With 1-point left it was time to peruse the Command Cards. I was tempted by the “Lucky” card from the command deck, but I just could not pass up the “2,000 lbs. Bomb Load” card for my P-47 Flight. With anti-tank 4 and fire power 2+, plus no penalty for having only 1 or 2 weapons firing, it seems like a winner to me and worth replacing my 500 lb. bombs and rocket load out.

US Recon Cavalry Force

with Blair Mackey

While building this list I had two words in my head: ‘mobility’ and ‘utility’. I wanted to create a fast moving force that has a tool for every situation. For this I chose the US Cavalry Recon Company Command Card owing to its relatively inexpensive base requirements, and the tools it has.
 The formation has integrally the HQ, and 3 Cav Recon Patrols which are all Scout and Spearhead units, giving me plenty of throw away units to deny enemy ambush locations and expand my initial deployment area, as well as to out deploy my enemy in Fair Fight missions.

The M8 Scotts will serve to lay out smoke ahead of assaults, pin enemy anti-tank assets, and dig out enemy infantry. Having a Veteran M4 Sherman 76mm Platoon gives me an option for dealing with heavy enemy tanks, with mobility on my side, and being cautious I can limit the potential return fire that I will face, while applying force to a specific part of the enemy line.
M5 Stuarts combined with hedge cutters and sandbag armor can exploit momentary gaps in the enemy lines, and cross terrain easily to assault enemy infantry positions.

The Rangers exist for the purpose of chasing down enemy tank destroyers and captured bailed out enemy tanks. The L4 Grasshopper allows me to engage in counter battery fire against enemy artillery, and have eyes
on anti-tank assets without exposing my Scotts.
Lastly, the P-47s give me another option to deal with Tigers and a Panthers from a safe distance, combined with Total Air Superiority to keep the enemy planes off table, and the Napalm from the 370th Fighter Group the P-47s are really a potential counter to anything that could be on the board.

Currahee!

with Chris Potter, BF UK

For me nothing typifies Late War like the Normandy invasion. The largest seaborne invasion in history? Check. The largest airborne drop of troops to date? Check. And all this against a dug in and entrenched foe, led by none other than the Desert Fox himself: Erwin Rommel.

When the Late War journey was announced and the information about the books started to come to fruition, I was in my element like a kid in a sweet shop. I was at the front of the queue when we had the Late War sale clutching my list of ‘must haves’ begging the boss to let me get my blisters and box sets. Like a lot of others, I had to wait my turn, much to the better half’s relief as my list far outweighed my wages.

But boy did the factory deliver. I managed to bag myself two boxes of US Parachute Infantry, to get my Band of Brothers Airborne fix, as well as a box of 29th Infantry for the all important beach landings. This would be the start of my D-Day Force. Because on the horizon I was being tempted by the new plastic Airborne sprues and some rather tasty kit in the form of new plastic jeeps and rumours of 80mm mortars to rain fire on the enemy.

However, Matt managed to bring me back to the present as he reminded me that we needed to put together forces for Fortress Europe before I got carried away with the US D-Day book. Sorry boys of the 29th and 101st, you will have to wait whilst the glory boys of the 3rd Armored have their time in the spotlight.

I don’t want to reiterate what has already been said by a thousand others, but nothing screams US dominance on the Western Front like the wonderful Sherman tank. Whatever version of Sherman, you see a group of these coming, and you know that the rest of the US forces are not far behind. They are the breakthrough, the reason that prior to D-Day in 1944 the plucky Brits designed a Duplex Drive (DD) system to allow them to ‘swim’ up the beach to smash the enemy. They even fitted them with canvas flotation devices to literally float them through the surf.

From Omaha to Caen, throughout Market Garden to the German homeland, Detroit’s finest were leading the way and looking good doing it!

So when I saw that the new US Combat Command contained no less than 5 Shermans, which when combined with the 8 found in the Hit The Beach starter set, meant I had the solid core needed for a Fortress Europe Armoured Company. Add into that, the Priests for some artillery support and the M10 Tank Destroyers for some long range AT, all I need is some Armoured Rifles to take and hold objectives.

I am really excited to field Americans in Late War for V4. At heart this is all about getting as many models onto the table all at once. My usual modus operandi is to get what looks cool, then play a few games and work out the weaknesses before changing up the army composition. This time will be no different. My first game is against Gareth’s Germans. Let’s see how the Combined Arms list compares and performs!

D-Day: American Spotlight

with Phil Yates
The D-Day landings were the biggest undertaking of the US Army to that point in the war. The US Army was huge, but most of its divisions were totally inexperienced. Only a handful of divisions had taken part in the fighting in North Africa, and most of those were still engaged in Italy. To offset this inexperience, they had raised elite assault troops, such as paratroopers and rangers, reorganised their regular troops for assault landings, and brought experienced veteran divisions back from the Mediterranean.

This gives an American commander a wide choice of forces, even though their equipment was standardised to maximise the benefits of Americsn-style mass production. Do you want to field fresh, eager troops, available in significant numbers, or do you want to field the less common desert veterans. Are you content with regular army troops, or do you want a small, elite strike force?

What’s In The Book?
Parachute Rifle Company

  • Hard-as-nails volunteers. Fearless and trained exceptionally hard, so ready for anything.
  • Ready for anything. Platoons include riflemen, light machine-guns, mortars, and bazookas.
  • Platoons can be further reinforced with extra bazookas and light machine-guns.
  • Light infantry, so few integrated weapons. Just mortars, pack howitzers, anti-tank guns, and recon jeeps.
  • Can parachute into battle in airborne assault missions.
  • Regular army troops can provide tanks and heavier fire support.
  • Tanks, who needs tanks? I’ll just rip it apart with my bare hands!
    Glider Rifle Company
  • Large rifle platoons reinforced with light machine-guns, mortars, and bazookas.
  • Platoons can be further reinforced with extra bazookas and mortars for more firepower.
  • Small, hard-hitting formation with just two rifle platoons, heavy machine-guns, mortars, anti-tank guns, and pack howitzers.
  • Can land by glider in airborne assault missions.
  • Take the objective, then hold it with massed firepower.
  • Easy to convert from Rifle Company in Fortress Europe.

Ranger Company

  • Deadly assault troops who rally and hit in assaults on 2+!
  • Small, elite platoons with flexible organisation including mortars and bazookas if needed.
  • Compact company of two range platoons makes it easy to scale. Take as many or few companies as you need.
  • Scale impassable cliffs with ease.
  • Lead the way in assaults.
  • Easy to convert from Rifle Company in Fortress Europe.
    Assault Company & Veteran Assault Company
  • Rifle company reorganised to spread the risk for assault landings.
  • Up to six small platoons with plenty of weaponry: rifles, bazookas, mortars, and flame-throwers.
  • Either normal support platoons or integrated platoons with both a heavy machine-gun and a mortar, escorted by riflemen.
  • Swarm the enemy, pushing through any weak spots found.
  • Field as desert veterans – better tactics, less gung ho.
  • Easy to convert from Rifle Company in Fortress Europe.
    Rifle Company & Veteran Rifle Company
  • Cost-effective infantry with large, cheap platoons that can withstand a lot of enemy fire.
  • Platoons can be further reinforced with extra bazookas and light and heavy machine-guns for more firepower.
  • Formation has integrated heavy machine-guns, mortars, anti-tank guns, and artillery.
  • New 57mm anti-tank guns and 105mm light howitzers.
  • American riflemen manoeuvre quickly at dash speed.
  • Field as desert veterans – better tactics, less gung ho.
  • Fire and manoeuvre. Lots of artillery and firepower to support rapid assaults.
  • Easy to convert from Rifle Company in Fortress Europe.

M4 Sherman Tank Company & Veteran M4 Sherman Tank Company

  • Cost-effective medium tanks with integrated support.
  • Stabilisers for greater volume of fire on the move.
  • Up-gun an M4 Sherman platoon to 76mm guns for more anti-tank punch.
  • Heavy fire support from M4 Shermans armed with 105mm howitzers and half-track mounted 81mm mortars.
  • Flexibility. Can swap out a platoon of M4 Shermans medium tanks for a platoon of M5 Stuart light tanks.
  • Field as desert veterans – better tactics, less gung ho.
  • Grab their nose, manoeuvre to the flank, kick them in the butt.
  • Easy to convert from M4 Sherman Tank Company in Fortress Europe.
    M5 Stuart Tank Company & Veteran M5 Stuart Tank Company
  • New upgraded M5 Stuart light tank.
  • Exceptionally fast, ideal for flanking manoeuvres.
  • Cheap light tanks with light and fast M8 Scott or heavy M4 Sherman assault guns as artillery support.
  • Flexibility. Can swap out a platoon of M5 Stuart light tanks for a platoon of M4 Shermans medium tanks.
  • Field as desert veterans – better tactics, less gung ho.
  • Speed around the enemy flank to seize the objective before they can react..
  • Easy to convert from M5 Stuart Tank Company in Fortress Europe.

Armoured Rifle Company & Veteran Armoured Rifle Company

  • Armoured M3 half-tracks for battlefield mobility, even under fire.
  • A weapon for every occasion. 
    • Platoons have riflemen, light machine-guns, mortars, bazookas, and half-track-mounted machine-guns.
    • Formation has integrated heavy machine-guns, mortars, anti-tank guns, and self-propelled artillery.
  • New 57mm anti-tank guns and M8 Scott light assault guns.
  • Massed firepower overwhelms the enemy when attacking and shoots down any attack.
  • Field as desert veterans – better tactics, less gung ho.
  • Large, resilient platoons withstand a lot of enemy fire.
  • Easy to convert from Rifle Company in Fortress Europe.
    M10 Tank Destroyer Company
  • Massed self-propelled anti-tank guns, with up to 12 in a company.
  • Up to three security sections for perfect initial deployment, spearheading into No Man’s Land to flank enemy tank attacks.
  • New M20 scout car in HQ and security sections. Fast and well-armoured.
  • Use Seek, Strike, and Destroy doctrine to blitz into position and then scoot back out of sight after shooting up the enemy.
  • As mobile as a medium tank, and almost as well armoured, but fewer machine-guns and no top armour, so stay away from enemy infantry.
  • Easy to convert from M10 Tank Destroyer Company in Fortress Europe.
    Support
  • New M8 Greyhound armoured car mounting 37mm gun operates with machine-gun and mortar armed jeeps as well-armed cavalry recon.
  • New 3-inch towed tank destroyer for solid anti-tank firepower.
  • New L4 Grasshopper air observation post makes sure that your artillery are always on target.
  • New M12 155mm self-propelled gun for heavy artillery support and bunker busting.
  • Three batteries of towed 105mm or self-propelled M7 Priest or M12 155mm artillery give American forces powerful artillery support on top of the integrated artillery in formations.
  • Time on Target rule allows supporting artillery to make enemy infantry and guns re-roll successful saves for extra deadliness.
  • New P47 Thunderbolt fighters armed with eight machine-guns, bombs, and HVAR rockets have the right weapon for any target.
  • New M15 and M16 self-propelled AA guns. Mix of 37mm guns for punch and quad .50 cals for volume of fire.

How Do the Americans Play?

The Americans have three basic varieties of troops in D-Day: American. You can field elite paratroopers and rangers, regular troops fresh into battle, or experienced veterans. Each of these has a different play style.

The elite paratroopers of the parachute rifle company are a new experience for American players. They are some of the best infantry in the game, being rated as Fearless, Veteran, and Careful. On their own, they need to be aggressive as they don’t have the long-range firepower to stop the enemy from sitting back and picking them off, but used this way they can be hard to stop. Given tank-destroyer and artillery backup, they also make excellent defensive troops, so you can swing either way.

The other elite option, the rangers, are more assault oriented, being Aggressive, so easier to hit, and rallying and hitting in assaults on 2+. If you sit around, you’ll get shot to pieces, but if you go for it, the rangers are hard to stop without killing every last one of them!
The regular troops are well trained and eager for battle, although still lacking in actual combat experience to polish off the rough edges and teach them the difference between training and life-or-death battle. Most are rated as Confident, Trained, and Aggressive. Their eagerness shows in their ‘Blood and Guts’ approach to warfare which gives their tanks a better Last Stand rating and their infantry a better Rally rating. Once again, they usually need to take a fairly aggressive stance to prevent more skilful enemies massing firepower against them, although rifle companies can often mass enough firepower of their own to turn the tables.

The veteran formations have learned what works and what doesn’t, so are rated as Careful, making them harder to hit, and have ‘Yankee Ingenuity’ pushing their tactics up to 3+. Of course, they’re no longer so ‘Blood and Gusts’ as the green guys.  Their skill allows them to match the best, but they are more expensive in points, so your force is smaller, so tactics need to be more cautious.

The American strategy can be summarized in the phrase mobile tactics. They win by using their mobility, their ability to fire on the move, and their numbers to outflank their opponents and keep them off balance, while applying massed firepower to overwhelm any opposition.
Normandy Campaign Missions

D-Day: American includes three new missions and a linked campaign. The first mission is Shot in the Dark, an airborne assault gone wrong with the attackers scattered across the board (and possibly off it) while the defenders attempt to organise a defence in the dark before the attackers reform and overwhelm them. It uses simple rules to reflect the chaos and uncertainty of airborne assaults.

The second mission is Help Is On Its Way, a refight of the Rangers’ battle at Pointe du Hoc. This mission uses the amphibious assault rules to bring the attacking forces ashore. A shortage of landing craft forces the attackers to land in multiple waves, which tanks to the attacker’s Overwhelming Force rule may include units from previous waves that have already been destroyed. The defenders have bunkers, nests, minefields, and barbed wire to delay the attack, while both sides hope desperately for assistance from a rescue force coming from inland.

The third mission is FUBAR (an acronym for Fouled Up Beyond All Recognition) which allows you to refight the bloody battles on Omaha Beach. This uses the same amphibious assault rules, but is a much more straightforward frontal assault into heavy defences with victory being determined by how fast, or even if, the American player can capture their objectives.

These three missions are linked together with two standard missions from the rulebook in a simple campaign where the outcome of one battle has an effect on the next. If the American player can make their final breakthrough in the fifth mission, they win the campaign.
Who are the Warriors

The D-Day: American book has four warriors: Norman ‘Dutch’ Cota, Lafayette Poole, James Earl Rudder, Turner Turnbull.

Norman ‘Dutch’ Cota, famous for leading his troops off Omaha Beach, showing them how an assault should be done, allows infantry under his command to attempt to charge again if they are driven back by defensive fire.

Lafayette Poole, America’s most successful tank ace, is ideal for leading your tanks’ advance. His men will follow him as he dashes forward, then when he gets close, his accuracy while firing on the move us unparalleled.

Turner Turnbull’s paratroopers refused to give up ground, no matter how many times the Germans attacked. His platoon’s defensive fire is virtually impenetrable.

James Earl Rudder led the rangers at Pointe du Hoc, steadfastly counterattacking any German penetrations into the rangers’ defensive positions.

Command Cards

The command cards introduce a new concept, title cards. These cards have the title of a division and a special rule giving the division’s flavour. The key is that you can only have one title in your force. 

Title command cards for D-Day: American give you the option to field twelve new infantry divisions in addition to the two in the book. These allow you to customise your rifle company force to fight in many different ways. Some divisions give you new equipment, such as SMG-armed assault groups or M7 Priest assault guns as far of the formation. Others give your troops new abilities like attacking at night, riding tanks, navigating reserves to where they are needed, and improved artillery support. Most of the title cards give your division a different focus, trading out the ‘Blood and Guts’ rally bonus of the ‘yankee Ingenuity’ tactics bonus for other advantages.

Your tankers and armoured infantry aren’t left out, gaining the option to be the Free French ‘Division leClerc’, determined to liberate France or die trying. If they want to stay good ol’ boys from the US of A, they get lots of interesting equipment for their Sherman tanks: DD amphibious gear, Cullins hedgerow cutters, tank telephones, and sandbag armour.

The Americans are known for their love of fire support, and the command cards don’t disappoint, giving naval gunfire support, heavy mortars, air superiority, and new weapons loads for your P47 Thunderbolts including napalm and really big bombs!  

If all this firepower seems to blunt to you, you can get all sneaky with the French resistance. They can mess with your enemy’s reserves or fight alongside you on the battlefield! And, when everything else fails, there’s always luck, with the Lucky card giving you a re-roll at the critical moment.

Hobby League: Soviets

with Andrew Haught

V4 Late War is here with loads of ways to get into playing Flames Of War— so where do you start? Well, if you want to just get a feel for the rules the FURY is an amazing box set for you, or if you want to get into the game with a friend, Hit the Beach gives you two awesome armies to play against each other. If you have some idea of what force you want to run, then picking up the corresponding Starter Force box set is what you want to do. This article covers the Soviet Starter Force but if you want to learn about the other three Starter Forces, there’s more info in previous posts.

This Starter Force gives you a lot of stuff to play around with right away, and like all the V4 boxsets you get a lot for your money. The British Starter Force has a total 17 armoured vehicles, a full 4-gun artillery battery, and an infantry platoon, with the whole army adding up to 82 points using the Fortress Europe book, the box can also be used for the upcoming D-Day: British book so it’s a great core set to pick up for players who want to play the British throughout the V4 journey. On top of models you will get a complete A5 rulebook,  Start Here booklet, and your Unit cards, so you can start playing games as soon as you’re done building your force.

In The Box
T-34 Tank Battalion HQ with 1x T-34 (76mm) Tank (3 Points)
T34 Tank Company with 5x T-34 (76mm) Tanks (15 Points)
T-70 Tank Company with 5x T-70 (45mm) Tanks (5 Points)
KV-1 Guards Heavy Tank Company with 3x KV Tanks (12 Points)
S085 Tank-Killer Battery with 4x SU-85 (85mm) Assault Guns (23 points)
Katyusha Guards Rocket Battery with 4x Katyusha Rocket Launchers (8 Points)

Total 66 Points

Creating a 100 Point List
This set gives you a ton to work with but Soviets are points-affordable, so we will need to add a few more things to make it a full 100 point list, but let’s keep it focussed. I think after playing around with your Starter force you may get a good feel of what you want to add but for those who want to start off with a full 100 points I would pick up five more T-34s, some flame tanks, and an 82mm Mortar platoon and you will be good to go. To get to  100 points you just need to add the following:

T34 Tank Company with 5x T-34 (76mm) Tanks (15 Points)
KV-8 Flame-Tank Company 3x KV-8 (45mm) Tanks (15 Points)

82 Mortar Company with 6 82mm Mortor Teams (4 Points)

Total 34 Points

Now, I would run the T-34s in platoons of 5 and have two working platoons, but you can combine them into a single ten tank platoon if you want the numbers.

Army Tactics
This army is pretty medium armour heavy, so you want to maximize your speed and numbers to hit tanks on the side amour and use your massive numbers to overrun any dug in troops with the sheer amount of firepower you can bring to bear on them. Your SU-85s are your strongest Anti-Tank assets so you want to place them somewhere that they can hit your opponent’s heavy armour no matter where they deploy them. Your artillery combined can decimate any dug in guns and infantry guarding objectives, while your heavy KV-1 can slowly move towards the objectives to take them.
Your T-70 light tanks are perfect to hunt and kill any lightly-armoured tanks your opponent has or to hold an objective against advancing infantry.

Hobby League


If you are looking to get in on the Hobby League at your local store or club the Starter Forces are ideal starting armies for the league. If you add the units I talked about before in the Creating a 100 Point List section you can easily use it for the hobby league.

If you do not know what the hobby league is or want to learn more check out our video about the Hobby League above.

The main goal of the Hobby league is to create a Flames Of War community where players can come together to play games and work on their armies. To this end players are rewarded for hitting certain painting goals throughout the league. The first month players aim to paint 50 points, at the end of the second month players will aim to finish another 25 points and at the end of the third month players aim to finish their final 25 points and end the League with a fully painted 100 point army. The League also feeds into the upcoming TableTopGaming Global campaign, so if you finish painting your army for the League you will be ready to participate in the Global Campaign.

Month 1 has a 50 point goal; it also ends in a 50 point tournament, so you will want to focus on your core formation to make sure you have a legal list to run in the tournament. For this I would paint the following units first,

T-34 Tank Battalion HQ with 1x T-34 (76mm) Tank (3 Points)
T34 Tank Company with 5x T-34 (76mm) Tanks (15 Points)
T-70 Tank Company with 5x T-70 (45mm) Tanks (5 Points)
82 Mortar Company with 6 82mm Mortar Teams (4 Points)
S085 Tank-Killer Battery with 4x SU-85 (85mm) Assault Guns (23 points)

Month 2 you are looking to paint another 25 points, you just painted core so let’s work on some more support and some heavy tanks.

Extra T-34s to add to your existing T34 Tank Company with 2x T-34 (76mm) Tanks (6 Points)
KV-1 Guards Heavy Tank Company with 3x KV Tanks (12 Points)
Katyusha Guards Rocket Battery with 4x Katyusha Rocket Launchers (8 Points)
This is a total 26 points (one over but it will count towards your next month so it’s all good)

For the Final month I am keeping it simple, this time you just have to paint up six tanks. This is what I am planning on painting for the last month,

KV-8 Flame-Tank Company 3x KV-8 (45mm) Tanks (15 Points)
Your remaining T-34s with 3x T-34 (76mm) Tanks (9 Points)
At the end of month three you have another tournament and this time it’s a 100 point tournament so you will get to use your full army and get used to how it works in games. After that the Global TableTopGames Campaign begins having you and your friends fighting over Europe, you club or
store with rest of the world will be sending in their game results to contribute on the global scale making this one of the biggest campaigns you will ever participate in.

My final word of advice is to take time to enjoy painting your models your way and to learn as much as you can from others in the league to get the most out of the Flames Of War community.