Operation Brevity
Started August 2010
Current players
Allies: Tod, Brian H, Tyler, Vince, Jay, Duncan M
Axis: Jeff, Bernhard, Stan, Michael, Duncan A
Victory Points
At end of Round 1:
Allies: 10
Axis: 50
Round 1 Battles
| Number |
From |
To |
Attacker |
Allied Firestorm |
Axis Firestorm |
Terrain type |
Axis Player |
Allied Player |
Result |
| 1 |
E4 |
Halfaya Pass |
Allies |
2 Matildas |
Air |
Ridge |
Michael |
Brian |
6-1 Allied Victory |
| 2 |
E5 |
D4 |
Allies |
Matilda, Artillery |
Anti-tank |
Ridge |
Jeff |
Tod |
4-3 Axis Victory |
| 3 |
E3 |
Sidi Suleiman |
Allies |
Rifle, Portee |
None |
Open |
Stan* |
Vince |
3-3 Tie |
| 4 |
E1 |
Sidi Omar |
Allies |
None |
None |
Bad going |
Bernhard* |
Tyler |
6-1 Axis Victory |
*Out of supply. Will roll for out of supply effect prior to setup.

Rules Notes
- The Campaign will use the Flames of War Firestorm rules except: as modified below, as modified by common sense, or as modified by direction of the Gamemaster.
- There will be 4 campaign turns.
- The number of battles will be determined by the availability of players to fight battles. On each designated club campaign day, players from opposing, or deputized to opposing sides, will be paired off as they arrive. Each pair will then determine initiative as per rule 5 below. The winner of the initiative will decide where to attack from and where to attack to. Each side will then add a maximum of two Firestorm elements to their force, from elements available in the areas attacked from or to, and for which the miniatures are available at the time of selection. The winner of initiative will be considered the attacker for the battle as per the scenario design.
- Players can also get together to fight battles other than on the campaign club day. They will determine initiative as per rule 5, and follow the rest of the battle procedure as per rule 3 and normal Firestorm rules. The Gamemaster may establish a ceiling for the total number of battles that can be fought in a campaign turn.
- The Commonwealth commanders have the initiative for the first three battles of the first campaign turn. For the remainder of the campaign, each player will roll a d6, with the high roll having the initiative. For battles in the first campaign turn after the first three, the Commonwealth commanders will receive +1 on their initiative die roll.
- Battles will be considered resolved in the sequence that they finish, with any associated consequences for other battles starting or finishing later.
- Firestorm elements can only be used once per campaign turn. Once used, they will be marked with a red outline on the map until the beginning of the next campaign turn. They can still be moved forward as normal.
- Base force size for all rounds is 1500 points, modified per supply rules and Firestorm units as normal.
- The Gamemaster may designate the scenario and/or terrain for particular battles.
- Supply routes on the Operation Brevity map are treated as rail lines. Note that an attacker is in supply if he attacks from a map node that is in supply. The defender is in supply if the map node he is defending is in supply. Pioneer Firestorm elements extend supply as per the normal Firestorm rules.
- There is no Partizan and Polizei activity.
- Capture of Firestorm troops does not provide victory points, it only results in their permanent removal from the game.
- For the nodes marked as Italian, the Axis forces defending in these nodes or attacking from them must be Italian, until they are captured by Commonwealth forces for the first time. If recaptured by the Axis, they are no longer considered Italian-specific.
- For the Exploitation, Reinforcements and Strategic Moves steps of the Strategic Phase, the Commonwealth General moves first. Each side may make one exploitation move during the Exploitation step.
Scenario Table
| Terrain |
1 |
2 |
3 |
4 |
5 |
6 |
| Open |
Free for all |
Free for all |
Encounter |
Encounter |
Breakthrough |
Cauldron |
| Ridge |
Free for all |
Encounter |
Breakthrough |
Hold the line |
Fighting withdrawal |
Cauldron |
| Bad going |
Free for all |
Encounter |
Encounter |
Breakthrough |
Hold the line |
Cauldron |
| Town |
Free for all |
Cauldron |
Hold the line |
Trench fight |
Big push |
Not one step back |
Army List Notes:
Army lists for Allied and Axis forces can be found in the Files section of the OMGCampaign Yahoo Group. They are modified as follows:
British lists
- No options listed as BEF only permitted
- Infantry Tank Squadron not available due to Firestorm limitation
ANZAC lists:
Only Australian Divisional Cavalry permitted
Italian lists:
No Africa Orientale Italiana or Alpini options permitted
German lists:
- No SS options permitted
- No options for campaigns other than North Africa permitted
- No Infanteriekompanie (German infantry companies must be Schutzenkompanie) permitted
- All players must have lederhosen
Commonwealth equipment not permitted:
- Renault R-35
- M11/39
- Matilda I
- Valentine II
- Crusader I
- Crusader I CS
- Honey Stuart
- Humber Mk 1
- 3.7 Howitzer
- 4.5 Howitzer
Italian equipment not permitted:
- All Autocannones (65/17, 75/27, 100/17 and 102/35)
German equipment not permitted:
- Panzer 35(t)
- Panzer 38(t) all models
- Panzer IIIH
- Bison
- StuG
- 8.8 cm Flak18 (Sf)
- SdKfz 7/2 (3.7cm)
- SdKfz 231 (6-rad)
- Panhard AMD P-178
- Pak 36(t)
Firestorm only
- Axis Air
- Matilda II
- Panzer IV
- FlaK 18 or 36