Multi-Player "General's Game" with Firestorm Market Garden


A great feature of Battlefront's "Firestorm" campaign system for Flames of War is that in addition to being able to use it as a framework for great miniature campaigns you can also play it as a stand alone board game using the “General’s Game” version.

When Battlefront produced “Firestorm Market Garden,” they also decided to produce a board game only version called “A Bridge Too Far” at a less expensive price for those who may not be interested in the Flames of Wars miniatures aspects and just wanted to play it as board game alone.

Supposedly, if you purchased the “Firestorm Market Garden” set you received everything that was included in the “A Bridge Too Far” board game only version. This was not quite true. In the “A Bridge Too Far” board game there was half a page in the rules with suggestion on how to play the board game version with three, four, or five players that were not included in “Firestorm Market Garden.”

The below encapsulates that half page of suggestion from “A Bridge Too Far” so that “Firestorm Market Garden” owners can see what they are missing. The below summarizes these suggestions to avoid copyright issues.

Three Players
When playing three players it is best to have two Allied players, one in command of the Airborne Corps and one of the three Ground Corps, working together against a single German player.

The two Allied players alternate back and forth rolling each initiate roll off against the German player.

Four Players
When playing with four players assign two Allied players, one in command of the Airborne Corps and one in command of the three Ground Corps, and two Axis players, one in command of German forces south of Nijmegen and one in command of the German forces in Nijmegen and north of the city.

All four players roll for initiative totaling the dice for each side to determine which side wins initiative. (Though it is not stated in "A Bridge Too Far Rules" the BattleVault suggest that the high roller from each side be the one to take that initiative).

Five Players
When playing with four players assign three Allied players, one in command of the US Airborne forces, one in command of the British Airborne Forces (possibly including the 52nd Mountain Division if landed at Deleen), and one in command of the three Ground Corps, and two Axis players, one in command of German forces south of Nijmegen and one in command of the German forces in Nijmegen and north of the city.

The Allied Ground commander rolls both Allied initiative dice against the two German players. As this player commands the bulk of the Allied forces he decides which allied player gets to use each initiate move when the German players are out rolled for initiative.