Flames of War: Firestorm Campaign – Overlord (2014)
ag.gameitem.AGID:
Spielzeit: 0
Mindestalter: 12
Spieleranzahl:
2 - 6
ag.gameitem.publisher:
Battlefront Miniatures Ltd
Spiel-Designer:
Robert Mun
Künstler:
Unbekannt
Mechaniken:
Dice Rolling,
Scenario / Mission / Campaign Game,
Area Movement,
Simulation
Beschreibung
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
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
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-05-01 22:35:26.786