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Basing your Flames of War army – tricks and hints on how to create 15mm bases
October 18, 2019 | Paolo Paglianti



An army marches on its stomach: Napoleon Bonaparte was right, but speaking of our games, we should misquote to “our armies march on their rectangular bases”. There is nothing more disappointing in seeing a well-painted army on poorly rendered bases – I’ve seen with my eyes tournament armies with their infantry merely stuck to the brown Battefront bases!

Basing your miniatures is not that difficult. First of all, you need a plan. For example, all my Flames of War Mid armies and my Team Yankee lists have two infantry platoons, as I really like to play with massed infantry. For this reason, I try to base the two units with a different “landscape”, so I can tell them apart at a glance, even when they assault the same target and mix up. For example, my US Armoured infantry platoon 1 is mounted on “urban” bases, while Platoon 2 is on “rural” ones.

We already...

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D.O.W. Steel Beasts Sunday Mission 20/10/19 @ GMT18:00


This scenario is a simulation and does not have any political message.




Defense of Kozda by wawa


The Defense of Kozda

This scenario first appeared in the March-April 1998 issue of Armor magazine as Tactical Vignette 98-2.  Armor magazine has graciously allowed its use here as the basis for this scenario.

Situation
Enemy. The S2 reports that within the brigade’s area of operations, the 13th MRD is conducting an attack to seize Kodza Airport a key logistical site, that will allow enemy forces easy access into the theater of operations. Within the battalion’s area of operations, the 3rd MRR is conducting an attack to seize the city
of Kodza. This will allow the regiment to seize additional logistical sites (hospital, stores, and water) that will support the division.  The most probable course of action is for the 3rd MRR to attack along Avenue<...

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Dev blog #233
14.10.2019



Hello!

We continue our movement toward the release of Battle of Bodenplatte, but even near the finish line we still find opportunities to improve the entire project. This time we found a way to implement a significant optimization to part of the graphics engine that is responsible for displaying the clouds. In addition to a significant increase in FPS on existing cloud settings, this allowed us to add an additional setting for the cloud quality called "Extreme". This option is named so because it combines somewhat increased performance with a significant reduction of the “boiling” clouds effect which appears when looking sideways from the direction of movement. We have also significantly increased the clarity of cloud shapes and boundaries. Our clouds always looked nice in the high settings, but with the addition of this new option, their visual quality and realism have significantly increased. However, it is better to see an example:

[img width=1024 height=57...

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