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A Journey into Flames of War 3rd Ed – Firestorm Campaigns

As some of you may know I have been getting into the old Flames of War 3rd edition with some friends.

Even though I mainly play 40k and other GW games, these systems provide an amazing opportunity to see how other designers have built their games and what mechanics may make for novel or engaging additions to a narrative campaign or game. Our group has decided to start a Flames of War campaign centered around the battles for Caen in 1944. The great thing about this campaign system is that the rules are all available for free here!

What Are Firestorm Campaigns?

If you’ve spent time with Warhammer 40K’s Crusade or Age of Sigmar’s Path to Glory, you know the thrill of linking your battles into a larger narrative. Firestorm: Caen brings that campaign energy to Flames of War, but instead of individual army progression, it captures the ebb and flow of an entire military operation.

This system emphasizes strategic planning, attritional warfare, and logistical decision-making in a way that sets it apart from GW’s more character-driven campaign structures. There is a heavy focus on asymmetrical game play as players get unique units that they can deploy in certain fights. As a general rule the Germans will be outnumbered and defending for most of the game although this isn’t always the case.

Another key feature is that these campaigns are very choreographed. Meaning certain events will occur if conditions are met, or certain units show up at certain times. This is one of the harder aspects to account for as implementing such a system for your own campaigns could easily overbalance a scenario.

How Firestorm: Caen Works

The campaign follows a structured turn sequence:

  1. Planning Phase – Players determine battles, set initiative, and commit forces. Typically this involves rolling a dice to determine who will be attacking, as only attackers can take territory. In this campaign the allies win ties and get +1 to their roll.
  2. Battle Phase – Flames of War games are played, with Firestorm Troops providing strategic advantages.
  3. Strategic Phase – Troops reposition, reinforcements arrive, and supply lines come into play.

Unlike Crusade or Path to Glory, where progression is mostly about upgrading your army, Firestorm: Caen simulates a high-level military campaign. Every decision, from committing reserves to securing supply lines, shapes the course of the war rather than just individual unit development. As the allies are landing there is heavy pressure on them for the first few turns as they can get swamped really fast.

Comparison to Crusade & Path to Glory

While all three systems reward long-term planning, Firestorm: Caen is about maneuver warfare and strategic foresight, not individual unit progression. If you enjoy the grand strategy aspect of campaigns more than character-driven storytelling, this system is a better fit.

Unique Mechanics of Firestorm: Caen

These mechanics create a battlefield that feels alive, where each move affects future turns. Unlike Crusade’s incremental improvements or Path to Glory’s army growth, Firestorm: Caen rewards those who think several turns ahead and understand how to balance offense, defense, and resource management.

Final Thoughts as The Campaign Begins

One of the things I like about the 3rd edition Flames of War system is that it hearkens back to an old style of game that it was far more willing to let random dice rolls determine big outcomes. The system is definitely clunky by our modern standards but has a charm as you can tell the designers were trying to simulate a battle more than provide for a very balanced experience.

I am curious to see how this plays out in a campaign setting. As a rule I generally try to safeguard against dice rolls tipping a campaign too early but maybe this approach will have hidden benefits i haven’t considered. Let’s find out!

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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