fields of fire example of play

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Tips from Ben: Here are some brief thoughts and tips as a start to help you con- ceptualize 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 defen- sible 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 don’t 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 pos- sible. 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- mitted against a known enemy position, it is too risky to attach it to a rifle platoon. 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 normal- ly 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. Pos- sible 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 isn’t 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, Gen- eral 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 We recognize that Fields of Fire introduces a number of con- cepts, 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 Ex- ample of Play for your learning and enjoyment. Before we begin the Example itself, we include a section of tips from the game’s designer, Ben Hull, to help out with your initial mission plan- ning and support/asset allocation throughout all your missions. We want to thank Andy Lewis, who actually played this mis- sion, 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 -

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Fields of Fire Example of Play

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Page 1: Fields of Fire Example of Play

Tips from Ben:

Here are some brief thoughts and tips as a start to help you con-ceptualize 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 defen-sible 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 StaffThe 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 don’t 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 pos-sible. 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-

mitted against a known enemy position, it is too risky to attach it to a rifle platoon. Support Weapons and PyrotechnicsWith 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 normal-ly 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. Pos-sible 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 MovementWhen 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 isn’t 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, Gen-eral 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

We recognize that Fields of Fire introduces a number of con-cepts, 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 Ex-ample of Play for your learning and enjoyment. Before we begin the Example itself, we include a section of tips from the game’s designer, Ben Hull, to help out with your initial mission plan-ning and support/asset allocation throughout all your missions.

We want to thank Andy Lewis, who actually played this mis-sion, 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 -

Page 2: Fields of Fire 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 Plt2/Wpn (MG) and 2/Wpn(Baz) to 2nd Plt3/Wpn (Baz) to 3rd Plt1/.50 cal HMG Team to CompanyMortar section to Company

Pyrotechnics:Note the following meanings for pyrotechnics on the back of your Company Roster:

Red Smoke, RSP, and RSC - Cease FireGreen Smoke - Shift Fire, forward if choiceGSP - Shift Fire, right if choiceGSC - Shift Fire, left if choiceYellow and Purple Smoke - Fall Back

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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 counterLeft of Column 1: Left Boundary counterRight of Column 4: Right Boundary counterBelow Row 0: Casualty Collection counterRow 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.

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Extended Example of Play

Page 3: Fields of Fire Example of Play

Game Map at Start of Mission

Page 4: Fields of Fire Example of Play

Turn 1

3.1 Friendly Higher HQ EventDoes not take place on turn 1.

3.2 Defensive Missions: Enemy Activity PhaseDoes 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

Page 5: Fields of Fire Example of Play

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. I’m very glad I didn’t 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 ImpulseNeither 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 ImpulseI 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 PLT’s 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, #2, and #30. I see three Rallys 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.

••

Here is Andy’s situation on-map and on the Command Display after he has issued his commands for Turn 1.

Page 6: Fields of Fire Example of Play

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 I’ve 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 doesn’t 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. I’m 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 unit’s 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 HMG’s 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 don’t 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

Page 7: Fields of Fire Example of Play

3.7.2 Combat Effects SegmentOkay 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. I’ll 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 couldn’t 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 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 unit’s.

The US unit in the woods has thus far escaped enemy fire direc-tion. 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....

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 Ex-ample 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.