Flashpoint Campaigns: Cold War

Started by Asid, October 09, 2025, 11:05:35 PM

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Asid

Flashpoint Campaigns: Cold War Dev Diary #1: An Abundance of Content
Wed Oct 08, 2025



"This is what you've trained for, soldier!"
Do you ever get that feeling like the Cold War never ended, You will, after exploring over 100 vintage 1989 scenarios set in central Germany during an alternate reality when the Cold War went hot. Mobilized Warsaw Pact troops from the USSR, East Germany, Czechoslovakia and Poland flood the inner German border. NATO forces including Belgium, the United Kingdom, Canada, France, West Germany and the United States scramble to put doctrine into action across over 60 map locations in Germany and France.

To help with tracking the abundance of scenarios, forces, and units, developer On Target Simulations Ltd. is shipping an interactive version of the monumental Flashpoint Campaigns game manual. Outlined below is a sample from the professional-grade wargaming content you will experience in Flashpoint Campaigns: Cold War. This wargame will inevitably become a cornerstone in your collection.



Chronology of World War III
Pundits of the day decided it would be the Politburo who would make the final order to commence a mutually assured destructive attack on the West. In the Flashpoint Campaigns timeline, it was an unexpected group of disgruntled Pact division commanders intent on reunification of Germany by decisive military action and not compromising political terms.

Flashpoint Campaigns: Cold War is undergoing a narrative overhaul to ensure all scenarios fit cohesively into a riveting storyline. Cold War solidifies what Flashpoint Campaigns: Red Storm started, Germany Reforged expanded and Southern Storm overhauled.
Who Will You Lead to Victory?
There are thousands of unit platforms across the 10 force nations in FC: Cold War.  Outlined below is the tip of the iceberg for types of platforms, featuring some of the most famous kit for each force.
With 46 campaign scenarios and 59 standalone scenarios, you can equip a NATO or Warsaw Pact force and battle your way through their sectors. Choose which force to command at the battalion, regiment, brigade or division level:

NATO:

West Germany:
24 standalone scenarios
"Fraenkische Sinfonie" Campaign (7 scenarios):
Take command of Panzerbrigade 36 (PzBrig 36) as they defend Bavaria from the Warsaw Pact onslaught led by their East German counterparts. Equipped with formidable Leopard 2 main battle tanks, highly mobile mechanized infantry, anti-aircraft platforms, and flexible artillery support, PzBrig 36 is ready to engage NATO-doctrine maneuver warfare to defend their homeland.



United Kingdom:
7 standalone scenarios
"The Rats in Europe" Campaign (4 scenarios)
The British 7th Armoured Brigade is bearing the brunt of the Soviet 3rd Shock Army pouring across the plains of the British I Corps sector in central Germany. The famed "Desert Rats" screening force responds to delay the Soviet forces long enough for the remainder of the Corps to deploy into their General Defense Positions (GDP). The British forces constitute orders of battle for I Corps, British Army of the Rhine mechanized and armoured brigades, including Territorial Army reinforcements. Scorpions and Scimitars are ready to make contact and delay enemy forces, while mechanized infantry maneuver to defensive positions in their FV432, and the mighty Chieftain and Challenger tanks on overwatch are ready to put a stop to the Warsaw Pact advance.



United States:
26 standalone scenarios
"Big Red One" Campaign (5 scenarios)
The storied United States Army's 1st Infantry Division "The Big Red One" mobilize from their barracks and deploy along the defensive lines to thwart advancing Soviet forces. As the overwhelming enemy stages their advance, the US force must strategically withdraw to absorb and counter the blows. Deploy the nimble 4th Cavalry to delay while you prepare the full arsenal of Army assets at your disposal, including AH-64 Apache attack helicopters, M1A1 Abrams, M270 MLRS and M1 Bradley IFV's.



"Stop Gap" Campaign (4 scenarios)
The speed of the Soviet 1st Guards Tank Army (1 GTA) has caught everyone by surprise, including the 3rd Brigade of the US 3rd Armored Division. The "Spearhead" battalions are moving into their defensive positions, to adapt and overcome an early Soviet breakthrough attempt. Prepare your Abrams with interlocking kill zones, dig in your infantry and get ready for the onslaught.


France:
6 standalone scenarios
"pilogue" Campaign (4 scenarios)
As the Soviet 1st Tank Army achieved a deep breakthrough penetration towards the French-German border, the French Army's 1re Division Blinde maneuvers into screening positions. Your objective is to delay the incoming Soviet forces to allow NATO time to bring up reserves and conduct a counter-attack. You will need to trade terrain for time and consider force preservation to avoid another disastrous gap in the defence line. At your disposal are some of the fastest tanks, the AMX-30, yet they are fragile. Mechanized infantry are equipped to pack a punch with anti-armour capabilities, and the air support including Mirage aircraft are at the ready.



Canada:4 standalone scenarios
"Opportunity Knocks" Campaign (4 scenarios)
You will be leading the 2nd Battalion, Princess Patricia's Canadian Light Infantry (2 PPCLI) whose planned rotation back to Canada last year was delayed while tensions were growing in Europe. The battalion is tasked with blocking Soviet forces, with the aim to set up conditions for a counter-attack to destroy Soviet forces south of Stuttgart. The 4th Canadian Mechanized Brigade is ready to reinforce the defensive lines with disciplined mechanized infantry riding in M113's, led by Lynx reconnaissance vehicles, and backed up with Leopard C1 tanks. Royal Canadian Air Force CF-18 Hornets are also fueling up for air strikes to support the troops testing their mettle below.



Belgium:
4 standalone scenarios
For the third time in the 20th-century, Belgian sovereignty is threatened by an outside force. Thankfully, the hub for NATO branches out from Brussels and Belgium willingly deploys its forces eastwards into Germany and absorbs the blow before a red wave can reach their land. True to the NATO maneuver doctrine, the Belgians are equipped with mechanized infantry, carried to the battle in AIFV-B-C25, and equipped with the highly effective MILAN II anti-tank guided missile systems. Their armoured menagerie is primarily the Leopard 1A5BE with reconnaissance support from the Scorpions and Scimitars.
Warsaw Pact:



East Germany:
10 standalone scenarios
"Panzer Leader" Campaign (5 scenarios)
Leading a thrust into the Hof Gap, towards the reunification of Germany under a Communist banner, the 7. Panzerdivision of the East German Army will first need to puncture the screening force of the US VII Corps' cavalry units. Tank regiments leading the charge into the breach are equipped with swarms of T-72M tanks ready to punch a hole in the NATO lines for the BMP-1's carrying mechanized infantry to exploit. Speed and aggression are the doctrine of the day.



Czechoslovakia:
11 standalone scenarios
"Leading the Way" Campaign (4 scenarios)
Take command of the 49th Motor Rifle Regiment as the Czechoslovakians embark from their border with Bavaria. With the aim of capturing Nurnberg, your force will need to secure a crossing with the mighty Donau river and the tenacious West German defensive force. While your motorized infantry is abundant with their BVP-2 APC's, your limited T-55AM2B tanks are regarded as second-rate to your more modern peers. Use the reconnaissance and artillery units at your disposal for an efficient and steady advance.



Soviet Union:
36 standalone scenarios
?We Fly To Work? Campaign (4 scenarios)
The war started with a distant rumble of Soviet helicopters, rising to a crescendo over the inner border observation posts and landing to secure critical bridge crossings. This campaign offers the opportunity to command an air assault force that requires diligent transport planning and intelligent decision making to pull off the audacious invasion. Escorted by the emblematic Mi-24 Hind, the highly trained VDV troops packed into their Mi-8 helicopters will leapfrog across the battle space to confront West German, American and French defensive forces.



"Red Hammer" Campaign (5 scenarios)
As NATO expected, planned and trained for, the Fulda Gap and Hof Gap offensives initiated the invasion plan. What they didn't know is that the primary Soviet force tasked with striking a fatal blow towards the West German capital of Bonn was quietly assembling. This campaign launches three days into the war and intends to exploit weakened NATO forces and their reserves. The 57th Guards Motor Rifle Division will flood the battle space with mighty T-80B1 tanks, infantry carried by BMP-1's, all being backed up by the overwhelming 2S1 Gvozdika self-propelled artillery guns. Carry out the classic Soviet doctrine in an attempt to take the Rhine river within 7 days.


Poland:
2 standalone scenarios
The second echelon Polish mechanized divisions are reinforcing the invasion force a few days into the attack. Despite older tank variants like the T-55L being at the tip of their spear, the Polish forces also have the benefit of punishing RM-70 rocket artillery, and infantry carried into battle by the SKOT-2AM APC's equipped with ATGM's. Regardless, they will be a formidable opponent versus a worn down NATO defensive force.




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Asid

Flashpoint Campaigns: Player Survey
Fri, January 16, 2026



Have your say on the future of the Flashpoint Campaigns Franchise

We have produced a short player survey that should take no more than five minutes to complete, have your say
HERE


The purpose of this survey is to gather data and help us make informed decisions in planning our roadmap for both Flashpoint Campaigns: Cold War and future games.

This survey is designed to branch questions whether you've played Cold War or not. Even if you haven't played our games, we still want to hear from you!

Please feel free to circulate this survey link to your friends and within your gaming communities. The more we can learn about player expectations of Wargames and the Strategy genre, the better we can position Flashpoint Campaigns in growing our player base and sustaining development for years to come.

Thank you all for your participation and we look forward to hearing your thoughts!

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Asid

Flashpoint Campaigns: Cold War - First Update of 2026
Tue, February 10, 2026



Hello Colonels and Polkovniks. Today we have the first 2026 update for Flashpoint Campaigns: Cold War.

v3.0.2.10338 is the first of many updates we have planned for the year, so please stay tuned for future betas and releases. Major features in this update include...

Support for multiple monitors with different display scaling. This means that if a player has multiple monitors running at different scales, dialog boxes will scale to the new monitor once the exact center point of the dialog crosses over.

Tweaks and improvements that will boost artillery performance, both when its managed by the player or under fire support orders.

Buffs to ATGM fire rates on helicopters. This will make the vaunted Hellfire-armed Apache a menace on the battlefield.

The rest can be found in the changelog posted below.

Happy hunting everyone!


Content:

- Maps: fix outdated Buchholz map graphics (wrong style railroads).

- Update "It Begins" scenario to use the new Gersfeld map, which fixes inconsistent cover/concealment values.

- fix a problem in "Tutorial - Artillery Operations", where fire support group ("FSG") thresholds prevented NATO MLRS from firing CB missions on detected targets.

- "Beaning the Beamers": fix CSLA leader badge to CSLA badge (not CZ flag), reduce FSG thresholds for rocket launchers, refer to "Czechoslovaks", not "Czechs" in the briefing.

- "The Three Sisters" updated: "Set WP HiHQ on map for all BPs; Set WP AD units on map; Adjust WP OMA artillery ranges to reach the map. Note that the Red artillery is all set to On Call... no pre-barrage, which is as expected."

- "The First Dance" updated to correct the time in the briefings and make a slight change to one of the Red BPs. This scenario is meant to be played from the Red side. We have added a notice at the top of the Scenario Description to explain this now.

- "Schlacht bei Diemelstadt" updated to correct briefings and threat assessments typos and provide some auto-generated info.

- Re-introduce illumination rounds to "Every Cat is Black at Night". They went missing at the last minute with 3.0.1.

- The ICM strike animation now uses the correct animation.

High DPI Monitor Support:

- Support multiple monitors with different display scaling by switching to 'per monitor' High DPI support. This means that if a player has multiple monitors running at different scales (e.g. 100% and 150%) then as game dialogs and reports are dragged from one to the other, the dialog will scale to the new monitor once the exact center point of the dialog crosses over.

Combat Model:

- Allow helicopters with fire-and-forget ATGMs a rate of fire of two. Note: This results in AH-64 with Hellfire missiles being even more powerful in combat.

- Lower the protection threshold for anti-armor systems to engage using AP or HEAT (including tank guns, auto-cannon, ATGMs).

- Stop anti-radiation missiles from engaging targets w/o air search radars.

- Don't double-count defender terrain and mast/periscope benefits in combat.

- When a standoff range of one is specified, have the unit anticipate up to three minutes in the future to determine if its standoff is about to be violated.

- Fix an issue where "hold fire" units could be blocked by an enemy that wouldn't fire on them due to not being damage-capable. Units with Hold Fire SOP should not be stopped in this case.

Increased Artillery Utilization:

+ Retain fire support requests for static targets longer.

+ Improve "Indirect fire on targets containing friendlies" handling, making artillery available sooner for other missions.

- Reject the fire mission and don't scoot if detected prior to the first volley

- Abort fire mission on first detection of friendlies in the target area, preventing repeated log messages.

+ Improve generation of fire support requests.

- Call with a batch of units, enabling prioritization of most relevant target.

- Increase priority of targets who do not already have a fire support request in the FSCC queue.

Multiplayer PBEM++:

- Various fixes to make the system more robust and better explain PBEM++ server messages. Improvements to the logging as well for future troubleshooting.

- New account registration. Add further details of username and password constraints. This is a new label we added to the sign-in page to explain to people creating new accounts what the basic rules are for user IDs and passwords.

Tournaments:

- Let players end a tournament match if one of them has suffered Sudden Death.

- Award the Game Over Bonus if the minimum required turn length has passed in a tournament match.

- Matrix Tournament Rules. We now give 7-star victory points to winners rather than the specific level of victory points. Losers still get partial points based on their victory level.

Other Changes:

- Fix a problem where resupply orders would get cancelled before making any progress. There was an assumption that after X mins, some resupply would have happened.

-- Fix ammo handling in Scenario Refresh, successfully preserving ammo loads over weapon changes in the same platform, and correctly preserving ammo per pod/pylon instance.

Quality of Life Changes and Fixes:

- Allow for stronger transparency in the night and twilight hues. Show the min/max limits of these values in the relevant User Preferences dialog. We do not want to suppress these entirely or the effects of artillery illumination rounds will not be noticed.

- Introduce a dedicated wreck marker for downed helicopters.

- The Subunit Inspector now shows long subunit names across the top two lines of text so that they are no longer truncated trying to fit into one line.

- Scenario Editor: reintroduce the 'Auto Place Bridges' button for situations where we want to replace an underlying map and place all bridges anew.

- Unit Dashboard. Don't treat helicopters being outside of resupply range as a Staff Alert but do provide supply range information as a Staff reminder.

- Fix Air Defense overlay not distinguishing between FLAK guns and ADL limited guns.

- Weather Model: report "clouds on the ground" 50m visibility as fog.

- Fix incorrect display of ICM attributes in the Subunit Inspector and the Unit Dashboard.

- Fix missing description of 'Direct Path' SOP Movement Preference flavor.

- Fix display of (HQ) rank to follow 'local' rank descriptions.

- Provide better information on detected contacts in pop-ups and in the TOC Intelligence report.

- Fix Staff Alerts being generated as soon as a single subunit has low or no ammo for a weapon + ammo combination. Now all subunits need to be low or out before the alert is generated. This primarily affects units firing illumination rounds.

- Fix TOC Intelligence report for Enemy Sitrep, tooltips leaking details about 'detected only' forces and lost contacts.

- Add an option to see a halo around the unit counter label to improve readability against unexpected unit counter colors. By default, the unit counter label halo option is off.

- Consistently use the time format HH:nn in the game, such as in the 'clock' panel's dawn and dusk times.

- Unit Counters: make sure the default unit counters for detected / sigint / etc. are treated as NATO symbols with respect to flipping, coloring.

Documents:

- FM01 Game Operations updated some text descriptions. Also, we made a few grammar tweaks and replaced one outdated image for the game Colors preferences.

- FCCW Game FAQ - updated info and added OneDrive compatibility issue

- FM02 Battlefield Primer - typos, added missing ammo types

- FM03A Tutorial Operations Basic - corrected a handful of typos and a bad image.

- FM03B Tutorial Operations Intermediate - corrected a handful of typos and a bad image.

- No changes to the other PDFs.

- Multiple fixes on the fly to online Guides documentation to fix typos, broken links and duplicate information.

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