Professional Documents
Culture Documents
Rules of Play
Introduction
What is Fields of Fire?
Fields of Fire (FOF) is a solitaire game of commanding a
rifle company in action from World War II to Present. The
basic organization and tactics of rifle companies has not
changed over this period and the scope of the game allows for
such a broad coverage. It uses two decks of cards, a terrain
deck and an action deck and various counters to represent the
units you command. The terrain deck is used to build a map
over which you maneuver your forces. The action deck fills a
variety of roles in resolving combat, command & control, and
fate. A log is provided if you want to run a campaign which
takes your company through a series of games, called
missions. Different terrain decks can be used to cover action
in various parts of the world such as Western Europe, North
Africa, Vietnam, urban terrain etc.
How do I play?
Choose a company to command. Each game comes with
two companies, a terrain deck and an action deck. Then chose
a mission. The mission instructions (MI) will have much of
the specific information needed for that game. The mission
will indicate how big to make the map and where you start
and where the enemy starts (if any start in play). The MI will
give guidelines for how the enemy will come into play. Most
importantly, the MI will tell you the objectives. If you play a
campaign you will record various information during a
mission so that between missions you can integrate
replacements and gain experience.
The Map
The map is one of the unique features of FOF. It is build
from the terrain deck by drawing at random unless otherwise
indicated by the MI (such as a beach landing where the beach
can't be random, it is obviously fixed). The starting map is
expressed as number x number, e.g. 3x3 is three cards wide
by three cards deep. Generally offensive missions are on less
wide maps (3 to 4 wide), than defensive missions (5 to 9
wide). Each card represents a fairly abstract area based on the
type of terrain it depicts and can be 15-30m in urban or
jungle areas to 300m in open desert. It represents the basic
visual-verbal command radius of a leader.
The Company
A company has the following general organization:
Company Headquarters (CO HQ).
Company Staff (Company Executive Officer (CO XO) or
Second in Command (CO 2iC), 1st Sergeant (CO
1stSGT) or Senior NCO (CO SrNCO), and any Runners).
Fire Support Teams (Artillery Forward Observer (Arty
FO), Mortar Forward Observer (Mtr FO), Forward Air
Controller (FAC), Naval Gunfire Spot Team (NGF)).
Heavy Weapons Teams / Squads (Mortar Teams or
Squads, Machinegun Teams, Recoilless Rifle Teams,
Anti-Tank Guided Missile Teams).
Three or four Rifle Platoons (PLT HQ) Each platoon
having 3 Squads.
Litter Team
General Rule: It will attempt to evacuate casualties, but
cannot fire
In same card with a casualty: Pickup the casualty and
move 1 card closer to the senior NCO
A casualty in sight: Move to 1 card closer to the closest
casualty
No casualties in sight: Stays put and does nothing.
NOTE: If using Ammo Rules the Litter team can
transport ammo as if it were a casualty, with the unit
needing ammo as the objective of the movement in the
same way the senior NCO is the objective of moving a
casualty.
Paralyzed Team
General Rule: It will not fire and will attempt to move to a
safer location if possible.
Move to an adjacent card away from the enemy with
better Cover & Concealment (not occupied by the enemy)
or less Volume of Fire. (Moved without a move mode
maker), else stays put and does nothing.
Teams becoming Combat Action Teams
In the course of the game some teams may become a
Combat Action Team. When this happens to a team the
Combat Action Team counter in placed on top of the Team
and it is treated just as if it were the above. When it is rallied,
the Combat Action Team counter is removed and the unit may
function normally.
COMMAND
Commands are the engine of FOF. A command represents
the time, energy, thought, planning and communicating a
commander's desire for a unit to do something. A command is
used to purchase an action. Some Actions was purchased are
automatic, some require you to draw from the action deck to
see if the action succeeds. A HQ may only issue commands to
himself or to other units in the same card, unless he has some
form of communication with another card. You cannot issue
commands to a unit in the same card if the issuing HQ and
the unit are under different Cover Markers, unless you have
communication, either the HQ or the unit may be under a
Cover Marker, just not both under different ones. You may
issue no more than 2 commands to a given unit in a particular
command phase. An HQ may only issue commands to units in
its chain of command. There are four methods of
communication of commands to another card:
MOVEMENT
There are two basic types of movement, moving to another
card, and movement within a card. An unpinned unit in a
card with a PDF must be commaned to cease fire before being
commanded to move.
Moving to another Card
Basic rule is that infantry units (Teams and Squads) may
move 1 card per turn. In order to move a move action must be
purchased by expending a command. Vehicles may move any
number of cards per turn. Unless otherwise indicated by the
MI, vehicles may not enter known/spotted enemy occupied
card without infantry units entering the area the same turn or
already in the card. A unit my move into any adjacent card
(diagonal movement is allowed). A unit that is moved is
marked with a moved marker (Runners and CATs are never
marked with Move Mode markers when they move). Being
marked with a Moved Marker is a -2 combat modifier. Units
may avoid being so marked attempting an infiltration move.
This is only available under fire (a Volume of Fire marker is
in place in the card the unit is moving from). Draw Action
Cards (1 for Green, 2 for Line, 3 for Veterans) if the
infiltration icon is present on the card then the attempt
succeeds and the unit moves without a Moved Marker. Moved
Markers are removed at the end of the turn.
Moving within a card - Seeking Cover
In FoF a Terrain Card is a general area, within any area
there exists micro-terrain. These are features too small to
appear on a tactical map, but are often critical for survival.
These include streambeds, depressions, fallen trees, anthills
(in Vietnam) or individual buildings. These features are called
collectively cover. Most Cover is the symbolized by the
generic +1 Cover Marker. In some cards for built up areas,
cover may also include Building and Rubble markers which
function identically. A Terrain card has two numbers, the first
is the cover potential, how easy it is to find, and the second is
the maximum number of covers markers that be on the card.
Once cover is found it remains on the card regardless of the
card being occupied. Once in play, cover can be moved
directly into from an adjacent card. This is helpful in
offsetting the Moved Marker. To seek cover is similar to
moving to another card, you must purchase the action with a
command. The number of cards from the Action Deck is
drawn based on the Cover Potential on the Terrain card with
one less card if the seeker is green, one more card if the
seeker is a veteran. If a cover icon is present the attempt was
successful and a cover marker is placed on the seeker. If cover
is available a movement action may be purchased to move
other units into cover. Unless indicated on the marker (there
are a few special cover markers - Church Steeple, Bunkers),
there is no limit to the number of units that may take shelter
under a given cover marker, however these is an increased
vulnerability to Grenade! and Incoming! attacks that is a
trade off. There are man-made cover makers - Foxholes,
Trenches, Bunkers etc. that are placed by MI. These function
the same as standard cover markers except as listed below.
Units moving into cover on a successful find cover attempt
are not marked with a Moved Marker. Units that use a move
TRANSPORTATION
Infantry units can be transported in or on vehicles and
helicopters. Vehicles that can transport units in them have a
bracketed number indicating the number of steps can be
transported. Tanks can be marked with a mounted marker to
transport troops, this lists the capacity and is also a reminder
that the tank cannot fire when carrying troops. Troops can
dismount at any point in the movement and are marked with
a Moved marker. Tanks that start the turn mounted may not
dismount and fire, they regain the ability to fire in the next
turn. Vehicles with internal transportation capability and that
have a VOF may move, dismount and fire normally.
Units transported in a vehicle are immune to fire, the vehicle
must be attacked instead.
Mounting a vehicle or helicopter, the vehicle or helicopter
must start the turn in the area, then the unit must be giving a
move command to mount, once mounted the vehicle may
move normally in the Vehicle Movement and Combat
segment of the Initiative Phase.
In order for a transport helicopter to land in an LZ for a
Pickup a command must be expended to communicate with
the Helicopters and a second command expended to deploy a
colored smoke to mark the LZ. At night an LZ must be
marked with a strobe light. To deploy the strobe light, treat
that as deploying a pyrotechnic device.
TACTICAL CONTROL MEASURES
There are several Tactical Control Measure Markers. Military
units use tactical control measures to coordinate fire and
maneuver. These measures are in two basic groups
Offensive and Defensive. These measures are placed on the
map by player in much the same way an actual Company
Commander would make his plans on a map. Mission base
some of the experience gained or lost around the use of the
measures. Some measures are linear and are placed at a
seam between rows of cards. Some measures are placed in a
card. When playing in Two Player mode, these tactical control
measures must be recorded on the log sheet to conceal them
from the other player.
OFFENSIVE
Not all offensive measures are used in every attack, but the
minimum is the Line of Departure and the Primary Objective.
Phase Lines come into play on attacks with more movement,
and an Attack Position can be chosen when suitable terrain
exists to warrant its use.
Line of Departure (LD) Linear control, the line
that marks the jump off point for an attack.
Phase Line (PL) Linear control to aid in
coordinating units movement, you can have 1 or 2 of
these. These may be imposed on you from higher HQ
to coordinate the movement with companies on your
right or left.
Attack Position (AP) In card control, the last
covered position from which the assault on the
objective is staged.
Primary Objective (OBJ 1) In card control marks
the territorial goal of the companys attack.
Secondary Objective (OBJ 2) In card control
marks the territorial goal that secondary, can be
DEFENSIVE
Combat Outpost (COP) In card control, a
reinforced platoon set forward of the main defense to
confuse, slow and otherwise spoil an enemy attack.
Main Line of Resistance (MLR) Linear control,
the line that the enemy is to be prevented from
crossing. Ideally the enemy is defeated in front on
this line.
Battle Positions (BP) In card control, a designated
position used in a mobile defense, they are predesignated to ease movement of forces under
pressure.
DEFENSIVE FIRE CONTROL
Artillery and Mortar Final Protective Fires (FPF) In card
control, pre-registered fires meant to breakup an enemy
attack, live fire registered on likely enemy avenues of
approach.
Machinegun Final Protective Lines (FPL) In card control
that is placed on a Machinegun team or teams. FPLs are only
available to tripod mounted machineguns. Being marked with
an FPL gives the team the ability to fire at night and not be
affected by Visibility Modifier. FPLs are registered lines that
run diagonally across the front of a Company to make a wall
of machinegun fire that an attacking force would have to walk
through. The bold line with an arrow on the FPL marker
indicates the diagonal direction of fire. The benefits apply to
all cards on that diagonal LOS. Machineguns firing an FPL
may concentrate fire AND still contribute their VOF.
SOLITAIRE PLAY THE ENEMY
CONTACT
There are 4 levels of contact a unit may have. These are:
No Contact No friendly units are under an enemy
VOF
Contact 1 friendly occupied card is under an
enemy VOF
Engaged 2 or more friendly occupied cards are
under an enemy VOF
Heavily Engaged 2 or more friendly occupied
cards are under an enemy VOF AND at least 1 card
is occupied by both enemy and friendly units.
This level can change turn to turn and be tracked with the
Current Contact Marker. The Current Contact Level helps
determine the probability of more enemy activity appearing.
POTENTIAL CONTACT MARKERS
When a mission is setup Potential Contact markers are
placed. The Markers have 2 sides, one with the letter A, B or
C and on the other side a Question Mark. Markers can move,
which represents potential enemy movement. It the enemy
situation is fairly well known the markers may be placed with
No
Contact
Contact
Engaged
Heavily
Engaged
Auto
Auto
4
Auto
5
2
6
3
1
3
2
1