One of the problems and joys of designing a tactical game system-as opposed to designing a more specific one-topic game-is that the sheer number of different things that can be done exceeds the capacity of any commercially feasible rulebook.
Some rules just will not fit, unless you're trying for something like Les Miserables in length, so the game is never really finished, there is always some new rule or scenario that can be added.
This campaign system for FIREPOWER is an example of a conception that didn't make the rulebook due to space limitations and the need for additional components. This system provides a method for providing a "campaign background" for a series of battles-making individual battles mean something in an overall context and generating a series of scenarios.
Although these rules (which are labelled as Rule 28. to conform to the rulebook's numbering system) details a fictitious and generalized Vietnam operation, this is done not only to provide one campaign game but also serves to illustrate the general campaign system. Substituting different mapboards layouts and/or terrain on the Strategic Matrix, different orders of battle, special rules, weather conditions and new chance units to fit the situation permits the general system to be easily adapted for operations in any small campaign, real or fictitious.