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We recognize that Fields of Fire introduces a number of concepts, terms, and game functions that are new to many

of us. In
order to help players assimilate all this newness and get up and
playing as quickly and painlessly as possible, we offer this Example of Play for your learning and enjoyment. Before we begin
the Example itself, we include a section of tips from the games
designer, Ben Hull, to help out with your initial mission planning and support/asset allocation throughout all your missions.

We want to thank Andy Lewis, who actually played this mission, Gene Billingsley, who did layout, editing, and occasional
annotation, and designer/developer Ben Hull and Dick Vohlers
who offered their insights, corrections, suggestions, and edits.
And we want to thank you players for buying Fields of Fire. We
hope this illustrated example will enhance your enjoyment of the
game.
- Your friends at GMT Games -

Tips from Ben:

mitted against a known enemy position, it is too risky to attach it


to a rifle platoon.

Here are some brief thoughts and tips as a start to help you conceptualize the use of units and assets for your first Fields of Fire
mission (WWII - Mission 1):
Basic offensive plan.
A Company has 3 maneuver elements, the three rifle platoons.
These get the three basic jobs - main effort, supporting attack and
reserve. When you look at the map, determine the most defensible terrain (highest cover & concealment rating), to place your
objectives and attack position. Determine the most covered path
to attack position as the planned route for the main effort. The
next best route is for the supporting attack. The reserve stays
back until needed.
The Company Staff
The CO HQ should be in a position to aid either the main effort
or supporting attacks. I like to keep my FOs with the CO HQ if
there is good terrain to set up an observation post. If you have too
much open ground, you could attach an FO to a PLT HQ, but that
is a tad more risky.
FOs always come with their own radios, so dont worry about
giving them one out of your company tactical net.
The XO should never be in the same card as the CO HQ, as the
XO takes over if the CO HQ is put out of action. I like using him
to shepherd the mortar section. I try to keep the mortar section
centrally located to be able to support as much of the map as possible.
The CO 1stSGT is in charge of establishing a Casualty Collection
Point. I give him the jeep to aid in that. I also tend to give him the
.50 cal. The .50 cal is your best weapon and should only be com-

Support Weapons and Pyrotechnics


With the bazookas, I normally attach one to each rifle platoon
as their range is limited, but they can be a nice supplemental
firepower.
The 2 .30 Cal LMGs (1/Wpns(MG) and 2/Wpns(MG).) I normally attach one to the main effort and one to the supporting attack.
The reserve platoon stays in the staging area until they can enter
the map not under fire. If you commit the reserve, it is best to try
something different, do not reinforce a platoon that is already
bogged down.
With the pyrotechnics, it is best to key those to simple commands
that need to happen immediately, like shift and cease fire. Possible a move command. Having some redundancy as well so if a
PLT HQ is lost you still can signal something. Like anything Red
is Cease Fire, or anything Green is Shift Fire.
Fire and Movement
When moving a platoon, it can be risky to move an entire platoon
into a card with a PC marker. Pushing a squad forward is the
conservative approach. In modern terms this is called bounding
overwatch with successive bounds. It would take 6 turns to move
3 rows, so it isnt the fastest. When clearing a zone or with decent
cover. you can send squads into to 2 cards, one each, to cover
more ground. When exposed and an unresolved PC Marker, General Initiative is a good way to seek cover to help mitigate any
enemy contact. Keep in mind once the contact level goes up, the
chance of making additional contact goes down, so that you can
take a lttle more risk in movement.
- Ben Hull

Extended Example of Play


Map Set-up and Objectives:
Set-up the map as follows. Normally you would draw random
cards, but for the purposes of this example, we will use this
map (See next page for illustration):
Row 3 (column 1 to 4 from left to right): Marsh (card #8),
Village(multi-story) (#39), Church (Op) (#54), Woods (#17)
Row 2: Open Fields (#44), Cemetery (#55), Woods (#20),
Farm (#51)
Row 1 (nearest player): Farm (#52), Orchard/Grove (#15),
Woods (#24), Orchard/Grove (#11)
Row 0: Back of cards in columns 1 through 4 for the staging
areas
Objectives: Place Primary, Secondary, and AP markers on the
map as follows:

Primary: Church (#54)


Secondary: Village (#39)
Attack Position: Woods (#20)

Place Boundary and Limit markers as indicated on the setup


illustration.
Because I need to know which platoons will get the bulk of my
support weapons, pyrotechnics, and phone line, I determine
now to use 1st platoon for my main attack, 2nd platoon for the
supporting attack, and to use 3rd platoon as my reserve.
Unit Selection:
The only unit selection choice I have to make in this mission
is whether to take the 1/60 mortar section or break it down
and take the 3 units (2/60, 3/60, 4/60) to more easily disperse
between the platoons. I choose to use 1/60 for the Mortar
section.
Attachments:
Note the following attachments on your Company Roster:
1/Wpn (MG) and 1/Wpn(Baz) to 1st Plt
2/Wpn (MG) and 2/Wpn(Baz) to 2nd Plt
3/Wpn (Baz) to 3rd Plt
1/.50 cal HMG Team to Company
Mortar section to Company
Pyrotechnics:
Note the following meanings for pyrotechnics on the back of
your Company Roster:
Red Smoke, RSP, and RSC - Cease Fire
Green Smoke - Shift Fire, forward if choice
GSP - Shift Fire, right if choice
GSC - Shift Fire, left if choice
Yellow and Purple Smoke - Fall Back

Command Display Set-up:


CO HQ
Give it the BN TAC Net field phone, a CO TAC
Net field phone, the RSP, the GSP and place the
two Runners here as well.
CO XO
Give him one phone line, a CO TAC Net field
phone and the RSC and GSC.
CO 1st SGT
Give him one phone line and a CO TAC Net field
phone.
1st Plt HQ
Give them a CO TAC Net field phone, regular
smoke, WP, red smoke, green smoke, yellow
smoke, and 3 phone lines.
2nd Plt HQ
Give them a CO TAC Net field phone, regular
smoke, WP, purple smoke, and 2 phone lines.
3rd Plt HQ
Give them a CO TAC Net field phone and 1
phone line.
Counter Set-up on the Game Map (See setup map on next page)
Current Activity: No Contact
Above Row 3: Limit of Advance counter, +0 Daylight counter,
Row 3: Obj 2 marker on the Village and Obj 1 marker on the
Church. Also, place a Potential Contact B on each card.
Row 2: AP (Attack Position) marker on the Woods. Also, place
a Potential Contact A on each card.
Row 1: Place a Potential Contact C on each card.
Between Row 1 and Row 0: Line of Departure counter
Left of Column 1: Left Boundary counter
Right of Column 4: Right Boundary counter
Below Row 0: Casualty Collection counter
Row 0, Column 2: CO XO, 1/60mm, 3rd PLT HQ, 1/3 PLT,
2/3 PLT, 3/3 PLT on top of 1 rifle grenade marker, 3/Wpns
(Bazooka)
Row 0, Column 3: CO HQ, ARTY FO stacked on top of ARTY
FD Net field phone, 1st PLT HQ, 1/1 PLT, 2/1 PLT, 3/1 PLT on
top of 1 rifle grenade marker, 1/Wpns(MG), 1/Wpns (Bazooka)
Row 0, Column 4: CO 1st SGT, jeep, 1/.50 cal HMG, 2nd
PLT HQ, 1/2 PLT, 2/2 PLT, 3/2 PLT on top of 1 rifle grenade
marker, 2/Wpns(MG), 2/Wpns (Bazooka)
No Phase Line markers are used in this setup.

Game Map at Start of Mission

Turn 1
3.1 Friendly Higher HQ Event
Does not take place on turn 1.
3.2 Defensive Missions: Enemy Activity
Phase
Does not take place in this mission as
Mission 1 is an Offensive mission
3.3 Friendly Command Phase

3.3.1 Activation Segment

A. BN HQ Impulse

The BN HQ is not on the map, so

the CO HQ is activated.

B. CO HQ Impulse

Draw an Action Card (#50) which

lists 1/0 for commands, so the CO

HQ receives 1 command as it is

activated (which is modified by

-1 because the CO HQ is green and

+1 because the current enemy

activity is No Contact). This is a

very cautious start. The CO HQ

will use this 1 command to activate

the 1st PLT HQ.

C. PLT HQ/CO Staff Impulse

The 1st PLT HQ has been activated

so it draws an Action Card (#7)

which lists 5/3 for commands. It

has the same modifiers as the CO

HQ so it receives 5 commands. It

uses those commands as follows:
Use 1 command to move the
1st Squad to an adjacent card,
the woods in the 1st row, 3rd
column (marked as A on the
map on the next page). Mark
the squad as exposed. Since
the 1st squad is no longer in
communication with its HQ,
it can not be given any more
commands by the 1st Plt HQ
this turn.
With 1st squad entering a
potential contact card and
nothing else known about
the map, the 1st PLT HQ will
end its activation. It has 4
commands remaining, but can
only save 3 as it is a green HQ. With
2nd PLT HQ not being activated so less
likely to receive commands, I considered
sending the 2nd squad/1st PLT into the
Orchard card in the 1st row, 4th column,
but I decided it would likely cause more
problems for the main attack platoon than
the reconnaissance of the card would
gain.

Command Display At Start of Mission


3.3.2 Initiative Segment

A. CO HQ Impulse

The CO HQ was activated so this is skipped.

B. PLT HQ Impulse
The 1st PLT HQ was activated so it is skipped.
The 2nd PLT HQ draws an Action Card (#13) which lists 4/3 for commands. Since it was not activated it uses the 3 which
is modified by -1 because the 2nd PLT HQ is green and +1 because the current enemy activity is No Contact. Im very
glad I didnt send that 2nd squad from the 1st PLT. Receiving commands for 2nd PLT, I can command 1st squad to move
into the Orchard card in the 1st row, 4th column where it is marked as exposed (marked as B on the map below). I will
save the other 2 commands.
The 3rd PLT HQ draws an Action
Card (#16) so it also receives 3
commands. It will do nothing
so it marks that it has 3 saved
commands.

C. CO Staff Impulse
Neither the CO XO nor CO 1st
Sgt were activated so they both
receive 1 command and choose
to not do anything this turn so
save their 1 command.

D. General Initiative Impulse
I draw an Action Card (#38)
which lists commands as 2/1.
The initiative command is used
without modification so I have 1
command to expend on any unit
in play. My real choice is which
of the two squads that advanced
should try to seek cover. I like
the chances for 1st PLTs squad
better and think this route is
more important to have the cover
on since it leads to the attack
position. I draw four Action
cards and flip them all at once
looking for the word Cover at
the top. I drew cards #27, #33,
Here is Andys situation on-map and on the Command Display
#2, and #30. I see three Rallys
after he has issued his commands for Turn 1.
and 1 Contact but no Cover, so the
attempt fails. The impulse is
over.

3.4 Offensive Missions/Combat Patrols:
Enemy Activity Phase

3.4.1 Enemy Higher HQ Event Segment

Does not take place on turn 1.

3.4.2 Enemy Activity Check Segment

There are no enemy units on the map,

so this is skipped.
3.5 Mutual Capture & Retreat Phase

There has been no contact with the enemy yet so this phase is skipped.
3.6 Mutual Vehicle-Aircraft Phase

The Jeep was not activated so this phase is skipped.

3.7 Mutual Combat Phase



3.7.1 VoF Segment

A. Update Fire Missions

There are no fire missions so I skip this.

B. Evaluate Potential Contact Markers
I have units on two cards with Potential Contact markers. Both markers are C so they are resolved in random order. I
assign the Woods card as 1 and the Orchard card as 2, then draw an Action card (#35) and look at the 2 column of
the random number section. It shows 2 so I will resolve the Contact marker in the Orchard card first.
Orchard Contact:
a. I remove the Potential Contact marker and then draw four Action cards as that is what is shown on the Potential
Contact Draws Chart for a C potential contact with the Current Contact status being No Contact. The cards are
numbers #40, #19, #20, and #22. Card #40 shows Contact so Ive found something. (Notice that I still drew all four
cards even though Contact occurred on the first card. This is important for the randomization system.)
b. I now draw an Action Card (#49) and consult the 10 Random Number column to see what I have found (You consult
the 10 column because there are 10 potential contacts in the Potential Contact C listing -see page 5 of the Briefing
Book). The random result in the 10 column on card #49 is 10. Consulting the Potential Contact C chart (BB pg 5)
shows the result on the 10/10 row is a HMG nest.
c. I need to find out EXACTLY which enemy units to place, so I check the German Forces package for this mission (BB
pg. 3) and match the package name of HMG Nest. This shows me that the enemy forces are Squad*/HMG Team
under Foxholes. I check the * note at the bottom of the German Forces Package chart which says I need to do a random
draw of the squads to see if I get one with A or S VoF. I end up with an A VoF squad. Because the listing has the units
split by a /, they are going to be on two separate cards.
d. I now need to draw for where the units will be placed. I will draw for the squad first. I draw card #23. The random
result under 10 is 5. Looking up 5 on the Unit Placement Chart (page 5 of BB) means the squad show up Front at
Max LOS which is the Farm in row 2 column 4. So I place the enemy squad under trenches (as that is the default cover
- see Mission Details, page 5 of BB - for this mission when none is specifically indicated on the German Force Package
Table). I now draw for the HMG team which are in foxholes per the force package. #8 which doesnt give a direction so
I draw again #32 which is left front so they are in the woods in row 2 column 3.
e. I now need to place the VoF for these two units. Since the two cards in their LOS have the same number of steps it
will be by random draw. Im still using the woods in row 1 as 1 and the Orchard as 2 for the draw. The HMG draws
#45 (result of 2 in the random number section) and opens up on the Orchard with an A VoF. The squad draws #41
(another 2) and will open up on the Orchard as well with A VoF, so I add a Crossfire VoF marker to the card. I place
PDF markers on each German units card, facing the Orchard.

The Current Activity level has risen to Contact!
The US squads will now open fire too. It will be a random draw as
both German units are generating A VoF and are both adjacent to
both US units. The HMG will be designated as 1. The 1/1 squad
draws card #3 (random # result is 1) and opens up with S VoF on
the HMG. The 1/2 draws card #14 (another 1) and opens up on
the HMG too, so I add a Crossfire VoF marker to the HMGs card.
Woods Contact:
Now to resolve the 2nd Potential Contact. I remove the marker from
the Woods card and draw 3 Action Cards as the Current Activity
level has increased. I draw #39, #21, and #4 so dont find any more
Germans (I think I have plenty!)
See the map at the top of the next page for how I place and update
the VoF and PDF markers to account for US fire.

Here is the map situation after Andy


places the two German contacts

Here is the map situation after Andy


places the US fire but before Combat Effects. Note that we use a
bi-directional PDF marker to indicate reciprocal fire between the
HMG in the Woods and the US Squad in the Orchard.
We realize that this whole VoF and PDF mechanic is unfamilar in
wargames. Just step back for a minute, though, before we resolve
combat, and you can pretty much see what is coming:
The situation for the US unit in the Orchard is not good. It got
caught moving exposed by a dug-in enemy HMG. Worse yet, a
German squad to its front opens up as well, catching the US unit
in a crossfire. It will have to be very lucky to avoid casualties.
Likewise, the German HMG is under fire from two directions. But
it is under cover of woods and foxholes, so we would expect its
losses to be somewhat less than the US units.
The US unit in the woods has thus far escaped enemy fire direction. It has some time to maneuver to cover while keeping up fire
on the HMG. The German unit dug in at the farm has escaped US
fire so far, as well. Now on to combat resolution....
3.7.2 Combat Effects Segment
Okay so two units are on cards with VoF markers, the German HMG Team and the 1/2 US Squad. Fire is considered
simultaneous so I can resolve in either order. Ill see what I can do to the Germans first.
The Net Combat Modifier (NCM) for the fire at the HMG Tm is 0 for the S VoF, -1 for crossfire VoF, +2 for the woods,
and +1 for the foxholes for a total of +2. I draw Action Card (#28) which shows PIN next to +2 so the HMG Team is
pinned.
The NCM for the fire at the 1/2 squad in the Orchard is -1 for A VoF, -1 for crossfire VoF, +1 for the Orchard, and -2
for the Exposed marker for a total of -3. I draw Action Card (#18) and unfortunately -3 is a HIT, just barely. Too bad
they couldnt have made it to cover. I draw Action Card (#31) to see the effects and see C so one step is converted to a
casualty and I place a Casualty Team on the Orchard
and flip the 1/2 squad to its two step side and mark it
with a PINNED marker.
3.8 Clean Up Phase

I remove the exposed markers off the two US squads.

The first turn is now complete. The task certainly has

gotten harder with that HMG directly in the path to my

primary objective.
Here is the map situation at the end of Turn 1. It is evident
that Andy is not off to a great start. Note, though, that he was
wise to send only one squad to scout out those Row 1 cards.
Imagine the potential carnage if he had moved an entire
platoon into the Orchard!
We hope you guys have found this first installment of our Example of Play to be helpful. We may post additional files over
time if it turns out this one is well received by our players or if
there are particular areas of the rules that are causing players
consistent problems. In the meantime, we encourage you to
play the game to this point along with Andy, then go ahead
and play it out to see how well you can do.

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