2013 Summer Texas Toy Soldier Flames of War Campaign

Welcome to the Texas Toy Soldier 2013 Summer Flames of War campaign homepage.

The Texas Toy Soldier 2013 Summer Flames of War campaign, Fall of the Third Reich, will begin in early June and end in August 25th.  Each individual game played will impact events on a grand strategic map of Europe, which will be updated here to reflect the results of games.

2013 Texas Toy Soldier Summer Campaign, June 14

2013 Texas Toy Soldier Summer Campaign, June 14

Texas Toy Soldier “Fall of the Third Reich” Summer 2013 Flames of War Campaign


  • Late War
  • Escalation Campaign
  • Not a League
  • Any FOW Late War game qualifies as a campaign game
  • Begins June 8th, 2013, Ends August 25th, 2013
  • Individual games played will translate to results on strategic campaign map

Please join us for the Summer 2013 Texas Toy Soldier “Fall of the Third Reich” Flames of War Campaign. Each individual game played will impact events on a grand strategic map of Europe.

Allied players will square off against Axis players, each Allied victory will gain territory for the Allied side, while each Axis victory will stall the inevitable Allied liberation of Europe!

This campaign will have two components:

  1. Strategic – We will be using the hex-based map of Europe from the boardgame “Advanced Third Reich”. At the end of this document is a picture of a portion of the map we will be using. Note, we are NOT playing the Advanced Third Reich game; we are simply using the strategic map for the campaign.
  2. Tactical – The campaign will consist of escalating point value FOW games played between Allied and Axis players. Each game will be fought for control of one or more Axis controlled hexes on the strategic map. Each time an Allied player wins a game, he or she will capture one or more Axis controlled hexes. Each time an Axis player wins a game, the hex(es) will remain in Axis control.

Each FOW game will be fought over a specific “Axis held” hex (Combat hex). If the Axis player wins, there will be no change on the strategic map. If the Allied player wins, he or she will capture hexes as follows:

  • A 6-1 win will award the Allied side the “combat hex” plus TWO bonus hexes.
  • A 5-2 win will award the Allied side the “combat hex” plus ONE bonus hex.
  • A 4-3 win will award the Allied side the “combat hex” only.

The above will apply with the following caveats:

  • No bonus hex may be “closer to Germany” than the “combat hex”
  • Games played on the Italian front will never earn any bonus hexes (this may change once the Allies drive the Axis out of the “boot”)
  • Games played on the East Front will always earn an additional one bonus hex for an Allied (Soviet) win.

Escalation – This campaign will be played at three point levels. For more explanation and rationale for the varying points at each level, see the FAQ at the end of this document.

Level 1 – Starts June 8th and ends July 6th:

  • Allied armies – 1000 pts.
    • Allied army commanded by Veteran – 900 pts.
  • German armies – 900 pts.
    • German army commanded by Novice – 1000 pts.

Level 2 – Starts July 7th and ends August 3rd

  • Allied armies – 1250 pts.
    • Allied army commanded by Veteran – 1125 pts.
  • German armies – 1125 pts.
    • German army commanded by Novice – 1250 pts.

Level 3 – Starts August 4th and ends August 25th

  • Allied armies – 1500 pts.
    • Allied army commanded by Veteran – 1350 pts.
  • German armies – 1350 pts.
    • German army commanded by Novice – 1500 pts.


  • Painting – ALL MODELS MUST HAVE A BASIC PAINT JOB – No bare metal or bare plastic, no white or black (only) primed models. All models must have at least a basic base color (green, grey, brown, etc.).
  • Participants may play as many or as few games as they wish and may play the same opponent more than once.
  • All games must be played at Texas Toy Soldier.
  • Warrior Teams – Armies MAY contain Warrior teams.
  • Game Length – Players should make an effort to finish games in 3 hours or less. If a game is to be allowed to extend beyond 3 hours, both players should agree beforehand and agree on when the game will end.
  • Missions – Opponents are free to play any official Flames of War mission. If players cannot agree on a mission, then the procedure for randomly choosing a mission found on page 256 of the rules should be used.  Do not allow an opponent to pressure you into using a mission that you are not comfortable with, or a mission which you feel gives your opponent an advantage.
  • Army Lists – Players may bring multiple army lists to the game, however, they must choose which list they are going to play before they see what list their opponent will play.
  • No Draws. Please determine a winner for every game. If someone has to leave before a game can be completed, determine a winner using these criteria:
    • first use “enemy platoons destroyed” as a tie-breaker
    • secondly use “enemy stands destroyed” as a tie-breaker
    • if necessary, use a die roll as a tie-breaker
  • Missions with Reserves or Delayed Reserves – During the initial 900/1000 point level of the escalation campaign, use the following rule for missions that use either reserves or delayed reserves. “When playing missions with reserves or delayed reserves, the FIRST (and only first) reserve roll (or delayed reserve roll) will be an AUTOMATIC success for either (or both) players”.

Example: German player has reserves – will automatically get one platoon of reserves on turn 1, and will roll 2 dice turn 2, etc. Allied player has delayed reserves – will automatically get one platoon turn 3, and will roll 2 dice turn 4, etc.


Email sales@texastoysoldier with the following information:

  • Player name and email address
  • Which “side” (or Team) you want to play on (Axis or Allied). For example, you might choose to play on the Allied team. For any given campaign game, you could play any legal late war Allied list of the appropriate point level (Soviet, US, British, etc.).


Other than using the strategic map, how is this “campaign” different from a “league”?

The main difference is that we will not be keeping track of individual players win/loss records. Any game won by an Allied player will count as an Allied “team win” and will capture hexes on the strategic map, any game won by an Axis player will count as a Axis “team win” and will hold/defend Axis controlled hexes.

Why are the point levels for the two sides different, and what is a “novice” and “veteran” player?

There are a couple of reasons for this. Firstly, since we are trying to (vaguely) recreate the “Fall of the Third Reich”, we are simulating the fact that the Axis forces are outnumbered and out-supplied by the Allied forces. Secondly, in Flames of War (I think most would agree), German forces tend to be both “easier to play” and “more likely to win” a given game unless the Allied player is a seasoned player.

In terms of this campaign, a “novice” player is just that, a player who has just started playing the game and has only played a very few games. A “veteran” player is a player that has both played for an extended period of time AND tends to win more games than he or she loses. Note that I anticipate that the vast majority of players will be “regular” (i.e. not novice and not veteran).

Also, note that the “veteran” designation has absolutely nothing to do with the FOW troop quality (conscript, trained, veteran); it only refers the experience level of the player.

Important – The idea of playing games with unequal forces may be very controversial. I encourage folks to be willing to “give it a try” and not dismiss it “out of hand”.

How many games do I have to play?

You do not need to make a commitment to play a certain number of games. You may play as many or few as you like.

How do I schedule games/find opponents?

As we have done in previous leagues, we will be having designated days (generally Saturdays) on which games can be played, however, players are welcome and encouraged to play any time that the store is open. I will be compiling an email list of participants that folks can use to try to find an opponent.

Please tell me more about the Strategic Campaign Map

We will have a large version of the strategic map at the store. Players are welcome to ignore the digital version of the map and only consult the actual “in store” map when they come in to play. However, folks are also welcome to keep track of the strategic situation using the digital map. In order to do this, simply download the “warplanner” file from the warplanner website (you will need to register to download). Then let me know that you have installed the warplanner software and I will email you a file that you can open to see the current strategic situation on the campaign map. You will need to go to http://www.warplanner.com/, register and then download the warplanner free software.

How do I know what “hex or hexes” I am fighting for on the strategic map?

I will need to “work out the kinks” on this as we go along, but basically it will work like this: Say for example that you are playing a US company vs. a German company. You and your opponent will look at the strategic map at the store, decide whether you want the game to be in France or Italy, then the Allied player will decide which “front line” German-controlled hex he will be attacking. Please note that even though the Allied player (strategically speaking) will be “attacking” a German controlled hex, this has no bearing on the FOW game, in the FOW game the Allied player may end up being the attacker or defender, depending on the normal FOW mission rules.


Allen Eldridge

Texas Toy Soldier
4220 Spring Valley Road
Dallas, Texas 75244