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==Armies== Warlord have produced a variety of books, allowing players to represent most fighting forces which took part in World War II. Each book allows both generic platoons (which consist of a basic structure, with any unit or vehicle allowed) or "Theater Selector" platoons, which have more restrictions but also some bonuses; for example, most German theater selectors allow two MMG teams, as opposed to the single team that the generic platoon allows. These Theater Selectors allow players to represent a very specific time period or battle during the war. Each army has two or more special rules, representing the nation during the Second World War. Infantry are practically the same within every army, while every army has access to some form of veterans, etc. Some units from the same books are practically the same, like the ''Waffen-SS'' and the ''Fallschirmjäger'' in the Armies of Germany Book. The only difference is that the SS get the Fanatics option. *Armies of Germany: A good selection of elite troops (''Waffen SS'', ''Fallschirmjäger'', or simple elite ''Heer''), along with decent access to plenty of cheap, inexperienced troops (''Ostruppen'', ''Volksgrenadiers'', and ''Volkssturm'') complement some of the better tanks of the game. Their special rules represent the high rate of fire of their MGs (Hitler's Buzzsaw) and the initiative training their troops received. The updated 2nd edition AoG book adds rules to make their officers more efficient, and grants some of their tanks (mainly the "big cat" tanks) a "Tiger Fear" rule that causes enemy troops that can see them more likely to cower in fear. The update took them from one of the weakest "main" armies in the game to being able to hold its' ground. *Armies of the United States: With easy access to regulars, and some veterans (in the form of Airborne and Rangers), the US are a highly mobile force, represented by their special rules allowing less penalties for moving and firing. The Yanks also get a variety of light and medium vehicles to choose from, but with very few heavy tanks. *Armies of Great Britain: With generally good vehicles, with some gaps, the Tommies put up a good show with a large variety of troops representing men from all over the Commonwealth. They have a list of army special rules they can choose from to further allow the force to represent a specific nation and featuring some of the best infantry in the game, even after the nerf. *Armies of the Soviet Union: Plenty of cheap troops and even a free squad through their special rule, the Soviets also have access to excellent artillery and tanks. *Armies of Imperial Japan: The CQC focused army, as you would expect, the Imperial Japanese have <strike>generally</strike> ''really'' good infantry, ignoring morale and casualties in most circumstances, but the tanks and vehicles to back them up are lacking. The Axis powerhouse in first edition, they have been indirectly toned down with second edition. *Armies of Italy and the Axis: Representing several of the smaller Axis powers, this gives each of the following nations their own list, theater selectors, and special rules: **Italy: Italy has a mix of mediocre to decent infantry, with special rules granting them at least one free emplacement per game. Italy's issues begin with a mix of lightly armoured vehicles, which provide bonuses to enemy shooting through their bolted armour, and end with their ''Avanti Savoia'' rule. This causes their morale to change significantly depending on if they're winning or losing - that is, they become braver if they happen to be winning, and they puss out if they happen to be losing. Considering what was just said about their shitty tanks... **Hungary: fairly generic army with standard infantry choices and very little tank selection. They also get elite officers, and the army can take a German "ally" unit to represent that they were Germany's <strike>bitch</strike> partner in the crusade against disgusting Bolshevism. **Bulgaria: same as Hungary, but instead of the elite officers, get anti-partisan rules that disallow enemy outflanking and infiltration. **Romania: same as Hungary, but instead of the elite officers, can take a free unit of artillery to represent that they modeled their army somewhat on the French army (see below). **Finland: an army that is entirely about ambushing and outflanking, getting bonuses when they do either. Some of their elite units can even move and drop back into ambush mode, or use outflank to appear directly behind the enemy (instead of to the flank). The army also tends to not mind fighting in winter conditions, and has a weird rule that their infantry squads get better as they suffer casualties. The only real downside is they don't have much for armor, and what they do have is mostly stolen Soviet tanks, which are less reliable due to a lack of spare parts. A bit of an oddball faction, a good player can make them a powerhouse leading to the simple axiom: With Finns, you win. *Armies of France and the Allies: The Allied version of the above book. Once more, each of the nations get their own list, theater selectors, and special rules. It should be noted that these armies tend to have rules that hamstring them a bit, to represent that they're a tiny country and/or that the Germans quickly overran them before they could get their shit together. Most of these armies are for people who enjoy a challenge, or want to experience the thrill of being the victim of ''Blitzkrieg''. **France: Some cool tanks (although most have mobility issues) and decent artillery- which they rely on, per their special rule that grants them a free unit of it. They also get a free conscript squad if they're fielding lots of conscripts anyway. Can be quite powerful if played well, but you'll always feel a little "we're fucked". Just like France during the war. **Poland: fairly generic army with elite officers, and a morale boost for their infantry because even they know that they're totally fucked. Famously can take lots of cavalry, including lancers, but have junk for armor (at best they can use some crappy French light tanks). **Greece: generic army with some minor bonuses to reflect their knowledge of their home terrain. Virtually no tanks, and nothing particularly special about their infantry. **Norway: see Greece, but add in some troops who don't mind fighting in winter. **Netherlands: basically the same as France, with fewer options and virtually no tanks. Note: the KNIL in the Pacific theatre are actually quite good, they field trucks with anti-tank guns and have mass shirker infantry thanks to their conscripted reserves rules. **Belgium: Netherlands, but with some more weapon upgrades available for their infantry. **Partisans: Partisans have a limited access to equipment but are able to "borrow" vehicles from the Axis (which are unreliable due to lack of training and parts). As you'd expect, they're fairly good at guerrilla tactics, and can even set nasty booby traps for their enemies. *Online PDF releases and Empire In Flames: Empire In Flames is a theatre book but it also contains the army lists and unit entries for all Chinese armies. **Armies of China (Communists): These are partisans on cocaine. You receive a levy squad of 14 inexperienced riflemen and you get a free 9" move before the first turn of the game, under the 'Sparrow Tactics' rule. The Communists are like a Partisan army, except they get some decent anti-tank options and they can field lots of units that deploy like snipers. Coupled with their Sparrow Tactics this is an army that can spawn on an enemy's doorstep and be in SMG range by the end of a single turn. **Armies of China (Nationalists): The Chinese Kuomintang forces are well equipped and have many options. French, American, British and German vehicles and German-trained infantry are stand-out units for this army. These guys also get a free 14-man levy squad. Compared to the communists, a KMT army is very conventional and quirky. They are easily converted from German, French or Partisan figures as well. **Armies of China (Warlord Army): See China (Nationalists) but add in some unique vehicles and subtract most of the American or British equipment the Nationalists can get. ** Empire In Flames (Australian Army): As opposed to their North African list (reskinned Brits with less armored vehicles and options, but ~~bigger balls~~ better morale), Australia gets actually unique units, their lists are focused on jungle warfare with high morale infantry and some vehicle support; the standout is their Kokoda Trail army list which swaps vehicles entirely for having the best morale buffs in the game. Competitive? Maybe? There are also additional supplements which add to the game, such as ''Tank War'', which allows players to field armies of tanks instead of infantry, and includes scenarios to fight famous tank battles like El Alamein, Kursk, and the US Third Army's attempt to break the German siege at Bastogne; and ''Ostfront'', which gives a range of scenarios and special rules to represent the brutal fighting in and around Russia, from Khalkhin Gol and the Winter War to the Soviet capture of Berlin among others.
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