The Fury starter set gives German players a useful first bite of Flames of War. However, the real fun begins when those StuGs need a proper battlefield plan.
This guide shows expansion paths that avoid buying half the range immediately. Better yet, each route teaches combined arms while keeping the hobby pile under control. That matters for newer players who want games quickly, not endless assembly sessions. This is a summary of a Battlefront Community article you can find here.
Turning the Fury Germans Into Full Late-War Forces

The article first points players toward Fortress Europe as the natural next step after Fury. That two-player set keeps the American-versus-German theme and adds a full rulebook. It also includes extra dice, game aids, German infantry, two Pak40s, and two Tiger I sprues. Since Fury already gives players StuGs, the first suggested build leans into a Clausewitz StuG Assault Gun Company.

Taken from the Berlin book, this formation centers on StuG platoons with flexible support options. Players can add Panthers, Jagdpanthers, Panzergrenadiers, Panzersturm troops, or mobile flak as needed. By combining Fury and Fortress Europe, then adding StuGs and Tiger IIs, the army reaches 100 points.

It also lands at five formation units, which is a solid formation break for beginners. On the table, this route feels like a sampler platter for German late-war tools. Infantry can hold objectives or push forward with heavy armor support. Meanwhile, StuHs provide an indirect template, and Triple 15mm half-tracks cover aircraft or shred exposed infantry. The heavy tanks then bring the big centerpiece punch that many German players want. However, the list still avoids becoming just a parking lot of expensive cats.

The second path uses the Tank Training Company army deal from the Berlin book. This box includes Panthers or Jagdpanthers, Panzer IVs, Hetzers or Marders, Panzer IIs, King Tigers, Wespes, and infantry.

Importantly, the article builds this option without extra purchases beyond Fury and that army deal. The resulting 100-point force reaches six formation units, which makes it sturdier than many starter expansions. It also gives newer players several tank types to test before committing to one style. Wespes bring mobile artillery for pinning targets before assaults, while King Tigers handle long-range intimidation. Because the force mixes armor, infantry, and artillery, it looks like the best teaching build.

Finally, the Panzer Kampfgruppe army deal pushes the starter StuGs toward a D-Day Compilation StuG SS Tank Company. That deal adds Panzer IVs, more StuGs, Tiger Is, infantry, half-tracks, Nebelwerfers, and 8.8cm guns.

Again, the proposed force needs no extra boxes beyond Fury and the army deal. Its four formation units make it thinner, but the army has plenty of classic German menace. Nebelwerfers bring a wide salvo template, while 8.8cm guns threaten both tanks and aircraft.

Also, SS Tigers stay dangerous longer thanks to their excellent Last Stand rating. Mounted infantry add suppression, mobility, and assault support from their half-tracks.
Summary and Final Thoughts
Overall, this is a practical expansion roadmap for German players starting with Fury, with clear next steps. The Clausewitz StuG route feels flexible, while the Tank Training Company teaches real variety. Meanwhile, the SS StuG build adds iconic late-war tools and plenty of bite.

