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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 -
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-
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.
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.