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Flames of War: Firestorm Campaign – Overlord

2014

Flames of War: Firestorm Campaign – Overlord

2–6 players · 0 min · 12+

Firestorm Campaign – Overlord

This campaign is designed to be flowing where the Generals take command from Round 1 and through the supply and reinforcement build-up, make strategic decisions around capturing key ground, denying enemy exploitation routes or attempting sweeping flank attacks. A deliberate inclusion in this game is the full use of Warriors as additional firestorm units; both Allied and German. They can often be the key to an unlikely victory!

Generals have much to ponder, they have to:

 Consider how to manage build-up of Allied reinforcements given finite supply availability and congestion around beaches
 Placement of Mulberry Harbours
 Impact of channel storms experienced in Round 3
 Interdiction of German supply routes
 Exploitation
 And much more…

The campaign has two distinct phases:

 Phase 1. D-Day 6 June. Played as a series of ‘Hit the Beach’ and ‘Seize and Hold’ missions. These are described in the handbook and should be adapted to suit local situations. There are two options for the impact of these games on the main tournament or second phase.
 Phase 2. Main Tournament. Designed to be played over five rounds and each round comprises a week culminating in the fifth week post invasion from 7 June to 15 July.

The handbook contains all the special rules developed for this game including:

 Firestorm reinforcement for both sides
 Weather effects
 German scattered defenders
 Game flow
 Game charts
 Terrain effects
 Town and area defences
 Suggested tournament player packs

—description from the publisher

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