
Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.
Modeled estimate, not a reported figure. How we estimate →
About
Flashpoint Campaigns: Cold War is a grand tactical combat simulation on the Cold War battlefield. As the force Commander, you will plan and then issue orders and Standard Operating Procedures to your battalion, brigade, or regimental forces, shaping the fight by maneuver and your intent. Your forces will engage the enemy in rendered real-world map locations. Each hex is 500m of militarily significant terrain on maps covering 20km x 15km or greater locations across the German area of battle. Each battle can last 4 to 24 hours of in-game time. Your troops will meet their foes at any time of day and in any realistic weather conditions.

This latest entry into the iconic Flashpoint Campaigns series features the largest number of Cold War scenarios and campaigns, encompassing the highest number of nations ever included in a single new game release. In addition, for the first time in this series, it includes Air Assault as well as other new features described below.
The game's engine is based on asynchronous WEGO turns. Players issue orders and then watch a variable amount of time unfold on the battlefield. They then issue or adjust orders to react to what has happened as they execute their battle plan to outmaneuver and outthink their enemy's battle plan.

Flashpoint Campaigns: Cold War is a deep simulation of combat operations where forces are arranged in maneuver units of companies, platoons, and sections of tanks, infantry fighting vehicles, infantry squads and teams, recon forces, engineers, air-defense and anti-tank systems, helicopters, and more. As the Commander, the player must use available off-map assets like long-range artillery, rockets, or airstrikes as force multipliers in the battle space. The Commander may be faced with the specter of using chemical or nuclear weapons to support their forces on the map and win the day.
In this complex battlespace, the player's efforts are constantly tested by modeled features such as Electronic Warfare, Air Superiority, and Realistic Weather. You'll also need to consider Line of Sight and Fire, Terrain and Elevation, Smoke and Mines, and human factors like training, morale, and readiness. To help you master the situation and understand your force's capabilities, the game provides a variety of information dialogs, map overlays, and range rings.

Flashpoint Campaigns: Cold War is a data-rich simulation where each nation has information on National Characteristics, Command Parameters, and Orders of Battle. Data Tables are packed with era-specific equipment and troops. Weapon Systems of the time, such as guns, missiles, precision munitions, small arms, and much more, are comprehensively modeled.
The game allows players to create their own scenarios and campaigns, modify game data, artwork, and sound effects as they see fit. All these modding capabilities are supported by detailed documentation.

Over 100 Cold War scenarios in total. 60+ independent scenarios and 10 campaigns, both in solo national efforts or with allied nations.
Covers Germany on 80 plus maps and an extensive selection of military equipment from 1980 to 1989: United States, Great Britain, France, Canada, Belgium, West Germany, Russia (Soviet Union), East Germany, Poland, and Czechoslovakia.
Several Tutorials (scenarios and documentation) that look at the basic, intermediate, and advanced features of the game system, so players can learn at their own pace.
New Tactical Transport feature (includes Air Assaults) for moving forces with helicopters or trucks around the battlefield in a coordinated and planned way.
Every scenario has multiple computer player battle plans for replayability, which, coupled with the game’s base computer player, which reacts and deviates as needed from those plans, means every battle is dynamic and different.
Refined unit SOPs (Standard Operating Procedures) and order queuing with an improved user interface for both new and experienced players.
Illumination rounds light up the night skies and help see enemies.
Improved AI and UI for formation moves and unit behaviors like withdrawal and target selections.
Refined control and improved UI for resupply of ammunition and setting of critical munitions to resupply.
Improved spotting and combat models
New and refined information dialogs and overlays provide important details to the players.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do Knowledge Management as part of my day job. The quality of the manuals of this game is telling of just how much passion and earnest work went into it. You rarely see this much quality even in corporate documentation. I got into this game because I wanted to see what hex and counter wargames are about and I think this is an excellent entry if one is willing to put in the work that it expects from you to make the most out of it. I love mechanically deep and complex games like this, and I can expect all its moving parts to deliver engaging and emerging gameplay time and time again. While the theme tends to draw a divide between huge segments of potential players, I can see those coming from dense strategic games and roguelikes finding a lot to like here.
This game was something that appeared on my steam recommendations page and I could not believe I am just now getting into wargames as as subgenre of strategy games. The game looked intimidating to me as a new player, and as a new fan of the wargame subgenre. The provided manuals (found via the launcher) helped me grasp just how vast this game can get. The level of detail in unit compostion, order customization, and even the missions themselves gave me a unique feeling of being taken seriously. Too many strategy games hand-hold the player to streamline the gameplay (nothing wrong with that for certain games but sometimes you want more) or hide information through a lack of documentation or ingame explanations. This game gives you everything you need to succeed and in a way that demonstrates the developers understand that the fans of these kinds of games want to be taken seriously. I found myself thinking about the game during random times of the day, often figuring out plans to missions I had been struggling to beat for a while. A game that has me doing that is a good game.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's all fun and games until the crappiest Warsaw Pact helicopter flies over and deletes your mechanized infantry while dodging everything you throw at it Matrix style. And even if you manage to score a hit, don't you worry there are 5 more on the way while you desperately try to find new surface-to-air missiles before they arrive. Anyway, this is a seriously good wargame for anyone who's interested in the genre, even if you're not exactly a Cold War era fanatic. I know I'm not. Pretty much all the bells and whistles you'd expect to find - are found - and it plays out great. The combat is actually surprisingly satisfying despite being abstracted to square counters with silhouettes and NATO symbols on top.
Flashpoint Campaigns: Cold War has quickly become one of my favourite wargames. What I like most is that it actually makes you feel like you're commanding a formation rather than moving counters around one by one. You give your orders, set up your plan then you have to watch it play out. You can't instantly react to everything that happens. Sometimes your reconnaissance misses something, artillery doesn't arrive exactly when you need it or an enemy force suddenly appears somewhere you weren't expecting. That uncertainty is what makes the game so good. The WEGO system works extremely well here because you really have to think ahead. Instead of constantly adjusting every unit you need to decide what you want to achieve over the next period of the battle then trust your units to carry it out. When a plan works it is very satisfying. When it goes wrong you usually understand why it went wrong too. There is also a lot more going on under the surface than it might initially appear. Reconnaissance, command delays, SOPs, artillery, electronic warfare, air support and unit quality all have a real impact. You gradually start thinking less about individual units and more about things like where to concentrate your forces, where the enemy might be weak, what needs to be suppressed and when to commit your reserves. I have also been impressed with the AI. This is very important to me because I mostly enjoy these kinds of games against the computer. The AI is capable of putting you in genuinely difficult situations and battles don't simply feel like memorising where the enemy is going to appear. The game does take some time to learn. There is a lot of information on screen and at first the interface can feel a bit overwhelming. After spending some time with it though most of it starts to make sense. I actually appreciate how much information the game gives you once you know what you're looking at. There is plenty of content as well with a large selection of Cold War scenarios, different NATO and Warsaw Pact forces plus campaigns that can keep you busy for a long time. It definitely won't be for everyone. If you want fast action or direct control over every little thing your units do then it might feel slow. But if you enjoy planning an operation then watching it develop while dealing with incomplete information and command friction it is fantastic. For me the best way to describe Flashpoint Campaigns is that you make a plan then you have to live with it. Sometimes everything comes together beautifully. Other times your carefully prepared attack turns into a complete mess. Both are fun. Highly recommended.
Cold War is the 3rd iteration of the Flashpoint Campaign series. It's a turn-based, hex-based wargame with a few innovative twists. It uses a WeGo system, which means you plan out your turn and the AI plans out theirs, and all the units move/fight at the same time. That road is clear, and you decide to use the quick-but-weak road formation move your units to a spot well inside your visual range. As the turn progresses, the AI has also moved units down the road but in a more protected manner. Your units are destroyed on what used to be a clear and safe road. The other innovation is command delay. Your orders take time to process through the units, and the time is based on a myriad of factors. For example, if your unit is heavily dug in, ordering them to move will take longer than another unit that is screening and not dug in at all. Each scenario also has an Electronic Warfare metric that can increase or decrease the time it takes to process orders. On top of all that, the length of your turn is based on multiple factors, and can be different compared to the enemy. At the start of the scenario each turn might last for 20 minutes of run time before you can issue new orders. But if you start losing HQ units, the time can increase to 30 minutes, or even longer. In addition, each sides' turns are asynchronous. That means destroying enemy HQs allows you more opportunities to issue orders compared to the enemy (or vice versa if your HQ units are destroyed). You might get to issue orders every 20 minutes while the enemy has to wait 35 minutes of game time. I recently bought and played the original (2015-ish) version and thoroughly enjoyed it. Picked up Cold War and was genuinely impressed by the amount of improvements, especially the UI. It's still a lot of clicking to get things just the way you want them, but the process is so much smoother. Information is easily accessible, and windows are scalable and can be moved to wherever you want them. The maps are great at displaying information, and there are plenty of overlays so that you can see the exact metric you want (elevation, movement speed, etc.). I never played the 2nd iteration of the game, so I can't say if it's worth upgrading from Southern Storm to Cold War. But if this is your first time playing this series, and you like wargames in general, this game is well worth the purchase.
FC: Cold War is one of those games where you sit ... relax and just enjoy the process of thinking and planning your next turn until you hit the play button and everything can go horribly wrong(sometimes ;-) ). When I first started with the WEGO-Game-System I was just confused by the game - but one's you start to understand the mechanics that work behind it - it becomes so much fun. The game offers so much detail in terms of information and background to the scenarios and campaign. Look to all overlays and tutorials the game offers. Take your time and look through the manual - their is always something new to encounter. Bottom line ... on the surface this game looks simple and easy but one's you start a game you realize that this game offers so much more! Enjoy every minute since I startet the FC-Series.
This is the best hex and counter game I've ever played. Super clean and polished with everything accessible and easy to read. I've been glued to the computer screen all Christmas thanks to this game.
A very sober and serious wargame. Compared to the previous titles in the series, the AI seems to be much better. The UI might look overwhelming at first, but if you can work with other traditional Windows apps then you will get the hang of it after a few hours. Tutorial scenarios and guides/manuals are provided to ensure an enjoyable learning experience. It might look dry, but the game is full of meaningful tactical decisions, tense moments and lots of data on all the Cold War weapons, systems and sensors.
Flashpoint Campaigns: Cold War is a limited time frame game ( as of this review ) of a period of time in 1989 for Germany. The game reflects a lot of the tactical knowledge that was planned for use during that time. I would recommend searching for some tutorial videos for even the grognards out there. There is a somewhat steep learning curve of the game UI mechanics, HOWEVER, once you learn them, things get pretty good and interesting afterwards. Getting victories in FCCW can be a challenge and "marginal" may become your new watch word. Definitely play the Tutorial missions more than once. OPFOR can change up on yo a bit so nothing is set in stone and the AI for OPFRO can throw a few curves when you are not looking. I would advise getting the companion game Flashpoint Campaigns: Southern Storm as well. FCSS covers more of the German " underbelly" territory of a possible Cold War gone hot, that includes some NBC tactics to be on the look out for. Overall the games are pretty well developed. heir Discord channel is lively with developers reading and taking notes of what and how players post up in the various channels.
I had over 70 vehicles get destroyed by 8 abrams because the weather deteriorated and visibility went down to 500 meters. Grognard game confirmed. 10/10
Players by region
Where this game's players are, estimated from review languages.
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