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FoF 3rd Edition Ver0.5 Series Rulebook - Compressed

FoF 3rd Edition ver0.5 Series Rulebook_compressed (2)

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0% found this document useful (0 votes)
68 views168 pages

FoF 3rd Edition Ver0.5 Series Rulebook - Compressed

FoF 3rd Edition ver0.5 Series Rulebook_compressed (2)

Uploaded by

Danivalguz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fields of Fire v3.

0 (draft) - Contents

1.0 Introduction 8.0 The Enemy


1.1 Concept 8.1 Enemy Contact
1.2 Components 8.2 Potential Contact (PC) Markers
2.0 Preparing for a Mission 8.3 Determining Type of Enemy Contact
2.1 Choose a Campaign and a Mission 8.4 Location of Enemy Contact
2.2 Set up the Map 8.5 Spotting the Enemy
2.3 Organize your Company 8.6 Enemy Behavior
2.4 Tactical Reference Points 8.7 Mines and Booby Trap Packages
2.5 Staging Areas 8.8 Enemy Snipers
2.6 Combat Patrols 8.9 Enemy Leaders
2.7 Air/Amphibious Assault Planning 8.10 Enemy Indirect Fire Spotters
2.8 Understanding the Action Deck 8.11 Enemy Ammunition
2.9 Beginning Play 8.12 Enemy Vehicle Movement & AT Combat
3.0 Sequence of Play 8.13 Enemy Fanaticism
3.1 Friendly Higher HQ Event Phase 8.14 Enemy Human Wave Attacks
3.2 Defensive Missions: Enemy Activity Phase 8.15 Prisoners
3.3 Friendly Command Phase 9.0 Visibility
3.4 Offensive Missions: Enemy Activity Phase 9.1 Limited Visibility Effects
3.5 Mutual Capture & Retreat Phase 9.2 Illumination
3.6 AT Combat & Vehicle Movement Phase 9.3 Night Observation Devices
3.7 Mutual Combat Phase 10.0 Vehicle Movement and AT Combat
3.8 Clean Up Phase 10.1 Commands
3.9 Reattempts 10.2 Transport
4.0 Command & Control 10.3 Vehicle Fire and VOF
4.1 Commands 10.4 Activating Vehicles and AT Capable Units
4.2 Actions 10.5 Vehicle Actions
4.3 Communication 10.6 Resolving AT Combat
5.0 Movement, LOS & Terrain 10.7 AT Combat Results
5.1 Movement 10.8 Special Vehicle Rules
5.2 Terrain 11.0 Transportation & Assault Planning
5.3 Smoke 11.1 Transportation Helicopters
6.0 Combat 11.2 Helicopter Assault
6.1 Engaging/Opening Fire 11.3 Amphibious Assault
6.2 Volume of Fire (VOF) Markers 12.0 Playing a Campaign
6.3 Primary Direction of Fire (PDF) Markers 12.1 Gaining Experience during a Mission
6.4 Combat Resolution & Effects 12.2 Between Mission Sequence
6.5 Rallying & Reconstitution 12.3 Using Experience Points
7.0 Weapons and Fire Support 12.4 Replacements
7.1 Small Arms 12.5 Other losses
7.2 Machine Guns 12.6 Multi-Step Unit Experience Levels
7.3 Mortar Teams and Mortar Sections 12.7 Skills
7.4 Rocket Launchers / Recoilless Rifles 12.8 Winning a Campaign
7.5 Hand / Fragmentation Grenades 13.0 Urban Warfare
7.6 Rifle Grenades 13.1 Urban Terrain Cards
7.7 Grenade Launchers 13.2 Movement in Urban Terrain Card
7.8 Armored Fighting Vehicle / Tank 13.3 Multi-Story Buildings & Rooftops
7.9 Mines and Claymores 13.4 Compounds
7.10 Grenade Attacks 13.5 Barricades
7.11 Concentrated Fire Attacks 13.6 Breaching
7.12 Jam 13.7 Attached Buildings
7.13 Demolition Charge Attacks 13.8 Urban Combat
7.14 Flamethrower Attacks 13.9 Hand Grenades & Pyrotechnics in Urban Terrain
7.15 Snipers
7.16 Indirect Fire Missions Index (Examples)
7.17 WP Smoke and Tear Gas Sequence of Play
7.18 Ammunition
Fields of Fire v3.0 (draft) - Chapter 1

1.0 Introduction

Welcome to Fields of Fire


Fields of Fire is a solitaire game that gives you the opportunity to command an infantry
company in different conflicts. This means you make all the decisions for your units. Fields of
Fire is a diceless game; instead of dice, decks of cards are used to generate the battlefield,
to resolve combats, to provide possible outcomes for your decisions, and to control the
appearance and activities of the enemy. This rulebook covers the base rules and should be
used for all volumes, whilst each volume contains unique missions, counters and rules
specific to the campaigns covered. In this 3rd edition there have been a few changes to the
base rules from previous editions, but they smooth the edges without changing the core
rules.

Fields of Fire is a complex game without being a complex game system. The basic
components (movement, combat, orders, communication, etc.) are very straightforward. You
will constantly be prioritizing choices because of a continuous shortage of necessary
resources. It will be these choices—your choices—that determine whether or not you
succeed in your mission. Thus the complexity lies in the interactions created by your
choices, not in game mechanisms. The game is a good representation of company-level
warfare, and you will find that real life tactics will give you good results. I encourage you to
familiarize yourself with the terminology and historical notes provided throughout the game.
It will help you understand what is going on.

Your role in Fields of Fire is that of a company commander. Your command will usually
include three platoons, consisting of three squads each, plus supporting Weapons Teams
(assigned either to the platoons or directly to you). Additionally, you may also have off map
artillery. Company Staff such as your Executive Officer (XO) and 1st Sergeant will be present
to assist you. Your task in Fields of Fire is to successfully guide your company through a
campaign of a number of missions. Before each mission you will have to formulate a plan of
action and allocate your limited resources. During the mission you will issue orders to your
units and choose the tactics to accomplish your objective. Your orders will win or lose the
mission. After the mission you will raise your Experience Levels and incorporate
replacements for your casualties in preparation for the next mission.
1.1 Concept
You use the following items to play the game: two decks of cards (a Terrain Deck and an
Action Deck), counters representing the elements of your company and enemy units, and
various markers. The Terrain Deck forms a map on which to play a mission as explained in
chapter 2. The Action Deck is used to generate events and resolve various actions
throughout the game, such as giving command and control capacity, resolving combat,
random number selection, etc.

1.1.1 Scale
A. Ground Scale
Ground scale is abstract. Each Terrain card represents a geographic area
where company leaders can reasonably exercise command and control of
their units through voice and hand signals. The size of this area depends on
the terrain, ranging from 10-20 meters across in close terrain to 40-100+
meters in more open terrain. Accordingly, Range and Line of Sight are
abstract as well.

B. Time Scale
The time of a turn is abstract, too, and typically represents 5 to 30 minutes.
Missions last a given number of turns, normally 10, but some may have more
turns or fewer turns depending on the historical situation. The turn limit
represents the cumulative effect of fatigue and consumption of small arms
ammunition.

C. Unit Scale
Infantry units have between one and four Steps with each Step representing
two to four men, depending on the quality of the unit. A Squad is represented
by units of two to four steps while Teams have one or two steps. A vehicle or
aircraft unit represents a single vehicle or aircraft.

1.1.2 Campaigns
Volumes I and II have seven campaigns between them spanning World War II, the
Korean War, and the Vietnam War. The choice of campaign dictates what units and
equipment are available, and which missions are to be completed. The
corresponding Campaign Instructions in the Mission Books detail friendly forces and
equipment, as well as enemy forces that may be encountered. Playing a campaign
gives you the broader experience of balancing mission accomplishment with
sustaining sufficient strength for the next mission.

1.1.3 Missions
Each campaign has several missions that can be played standalone or in a series as
part of a campaign. The instructions in the Mission Books provide the rules and
charts specific to each mission. Playing a mission involves two distinct parts:
preparation and implementation. Preparation includes setup and planning of the
mission. Implementation is the movement and action portion that is played in a series
of game turns, each divided into a sequence of phases. While playing a turn your
command elements receive Commands, which in turn are exchanged for Actions.
This process of gaining Commands and expending them for Actions is the core
engine of the game. Enemy forces enter play automatically as governed by the rules
and mission charts, and Activity Checks guide their Actions. The sequence of play
differs slightly depending on whether you are attacking or defending.

1.2 Components
This chapter provides details on the several types of components used during play. Chapter
2 details how they all work together to set up a game.
1.2.1 Terrain Cards
Each campaign has a specific Terrain
Deck that represents terrain typical to that
area. During play, you randomly lay out
Terrain cards in a grid of rows and
columns either face up or face down, as
indicated for each mission, to create the
map on which the game is played. Rules
on using the Terrain cards, (how to move
between them, LOS and stacking limits)
are explained in detail in chapter 5.
Additional rules for Urban Terrain decks
are covered in chapter 13.

1.2.2 Action Cards


Action cards are used in all campaigns.
They serve the purpose that charts and dice
serve in many “traditional” war games.

The Actions cards are explained in detail in


chapter 2.

1.2.3 Units
Any non-vehicle unit is an
infantry unit and has a unit
identifier, a unit symbol, possibly
a Volume of Fire (VOF) Rating
(6.2.2), a number of Steps, and a
Range Rating.

A. Squads
A squad is a unit of two
or more Steps and is the
primary infantry combat
unit of maneuver in the game.

B. Headquarters (HQs)
These are one-step units that function as the
command elements of the company. They have no
VOF or Range Ratings listed on the front. This is its
command side, used when the unit commands itself
and other units to perform actions. These units have a named Fire Team side
on the reverse that has VOF and Range Ratings. This side is used when the
unit engages directly in combat, either through a command (4.2.3.j) or as a
result of a combat Hit (6.4.3).

C. Forward Observers (FOs)/Spotters


These are one-step units whose purpose is to call in
indirect Fire Missions from mortars, artillery, or to
control close air support. They have no VOF or
Range listed on the front, which is the observer
side. The reverse side is its named Fire Team side that has VOF and Range
Ratings. This side is used when the unit engages directly in combat, either
through a command (4.2.3.j) or as a result of a combat Hit (6.4.3).

D. Weapons Teams
These are one or two Step units that represent the
crew that operates specific crew-served weapons
such as machine guns, rocket launchers, mortars,
and recoilless rifles. They have a named Fire Team
which is usually on the reverse of the counter.

Two-step weapon teams are


represented with 2 counters:
2-step/1 Step and 1-Step/Fire
Team.

E. Vehicles/Aircraft
Each of these units represents a single vehicle or aircraft.
Additional values for vehicles and aircraft that would not fit
conveniently on the counter, such as crew size and AT Combat
values, are located on the Vehicle and Anti-Tank Weapons Chart
(in the Mission Book and separate player aid).

F. Limited Action Teams (LATs)


These units are one Step units labeled as Assault, Fire, Litter, or
Paralyzed Teams. They are created during the course of play by
combat or by command. Each has its own set of limitations
(4.2.5). Some Fire Teams are linked to a specific unit (“named”
Fire Teams). These are usually found on the reverse of the Good order unit.

G. Casualties
These counters represent 1 to 3 steps of soldiers killed or injured
enough to be hors de combat. These steps have no capability.
They exist only to be potentially evacuated or captured. They are
not units and do not count against card or cover capacity limits.

H. Staff
These are one Step units that assist the Company HQ or the
Higher HQ. For a US Army company, these are the Executive
Officer (XO) and the First Sergeant (1st Sgt). For a USMC
company, there is also the Company Gunnery Sergeant (GySgt).
The XO is the second-in-command, the 1st Sgt is the senior enlisted advisor
to the Company Commander, and the GySgt is the senior enlisted tactical
advisor to the Company Commander. At the higher HQ level the term Staff
encompasses the Regimental or Brigade Commander (Rgt/Bde Cmdr),
Battalion Commander (Bn Cmdr), or the Battalion Operations Officer (BN
S-3). The two levels, Company and Higher, function differently in the course
of the game.

I. Runners
These are one step units with no ratings. They allow the
Company HQ to communicate with a Platoon HQ when no radio
or telephone network is available (4.3.2).

1.2.4 Markers
Fields of Fire uses a variety of markers to reduce both paper record keeping and the
amount of information the player needs to remember.

A. Combat (VOF, PDF, Concentrated Fire, Crossfire, etc.)


Use these to help determine who is under fire and the Net
Combat Modifier (NCM) against them when resolving combat
(6.2, 6.3 and 6.4).

B. Exposed/Pin
Use the front side of these to mark units Exposed during
movement (5.1). Use the reverse side for units that are pinned
during combat (6.4). Each side has a modifier that is part of the
Net Combat Modifier (NCM) for any marked units.

C. Tactical Control
These markers represent the graphical controls that actual
commanders put on their maps to help control fire and maneuver
(2.4.1).

D. Cover
There are four types of Cover markers: basic, urban, field
fortifications, and caves. These represent specific locations
within the area of a single terrain card that provide greater
protection (5.2.3).

E. Ammo
Ammunition is only tracked for certain types of Weapons (7.18).
Tracking can either be done on the Mission Log or with ammo
markers. Ammo uses “Pollard” style markers that can be placed
beneath an on-map weapon. The number on the top of the
counter indicates the number of ammo points.

F. Assets
These counters represent various pieces of equipment such as
radios, phones, phone lines, or pyrotechnic devices. These are
normally held on the Command Display to denote allocation and
reduce clutter on the map.

G. Potential Contact/Current Activity


The Potential Contact (PC) and Current Activity markers work
together to regulate the appearance of the enemy during the course of a
mission (8.1).

H. Weather/Visibility
The Visibility markers are used to remind the player how the
current weather and light conditions affect the Net Combat
Modifier (9.0).

1.2.5 Player Aids


A. Mission Log: 2-Sided, Expendable
A sheet of the Mission Log is used during a mission to track the following
information:
• Company organization, including units assigned to different HQs
(2.3)
• Unit Experience Levels
• Ammunition and Fire Missions available and expended (when not
using the on-map markers)
• Pre-designated actions for available pyrotechnic signals (4.3.6)
• Units or Steps not committed to the mission or removed due to
events

B. Player Aid Cards


These contain the charts and tables needed for play.

C. Command Display
A one-sided card with a number track and sequence of play. The track is used
to record the turn, current phase and available/saved commands for HQs and
Staff.
Each HQ/Staff unit has a Command Marker that is placed on the number
track to indicate how many Commands are available.

D. Helicopter Control Card


A two sided card with holding boxes for helicopters for Vietnam War missions.
One side is for US Army helicopters, the other is for Marine helicopters. They
function the same, with the only distinction being the historical photographs
that represent the aircraft used by each service.

E. Assault Planning Sheets


Player Aids used in specific missions to set up pre-planned assaults as
described in chapter 11.

F. Mission Books
These mission books contain some or all of the following information:
• An introductory section explaining any campaign-specific rules.
• Details of your company organization, available equipment, and
details of the enemy forces you might encounter.
• Mission instructions detailing all the information necessary to set up
and play each of the missions in the campaign as well as available
Attachments for each mission.
• Historical information for each campaign.

1.2.6 Glossary
Adjacent: To be on a card next to a given card is to be Adjacent to that card.
Including diagonals, there are eight possible adjacent cards to any specific
card. Adjacent cards are Close range (See Range).

Area of Operations (AO): The AO is the piece of ground on which the


company operates. As detailed in chapter 2, it is defined by fixed left and right
boundaries and a Limit of Advance. The company must not leave its AO,
otherwise it will interfere with the plans of adjacent companies and increase
the risk of becoming the victim of friendly fire.

Asset: An asset is a piece of equipment that promotes command and control


or visibility. Assets include pyrotechnics (smoke grenades and flares; 4.3.6),
radios (4.3.5), and telephones (4.3.4). HQs and Staff units normally carry
these. For HQ and Staff place them in the applicable boxes on the Command
Display until ready for use. Other units may carry and use them by placing
them under that unit.

AT-Capable: A unit (Vehicle or Infantry) that has a numerical listing in at least


one of the four Range columns on the Vehicle and Anti-Tank Weapons Chart.
Note that all fire against vehicles, on ground or in the air, is called ‘AT fire’.
The target does not have to be ‘a tank’ (10.0).

Attachments: These are additional combat units listed in the instructions for
each mission that are available for that mission. Assign each such unit to a
specific HQ on the Mission Log before the beginning of a mission (2.3.2).

Attempt: Some actions (e.g. spotting a hidden enemy, or calling for indirect
fire) require action cards to be drawn to see if a relevant icon is revealed
indicating success. If no icon is revealed the command point is still spent but
the intended action is not carried out (2.8).

Chain of Command: Military units have rigid structures so that they can
function in the chaos of combat. Units can only receive Commands to perform
Actions from their Headquarters (HQ) or an HQ higher in the chain. And each
HQ can only issue Commands to subordinate units and subordinate HQs
(and to itself) (4.1).

Cleared Card: See Unoccupied, Occupied, Cleared, and Secured Card

Combat Units: Combat units include any Good Order units, Assault and Fire
Teams, Vehicles, and any other unit with a printed VOF value.

Commands and Actions: HQs exert command and control through the use
of Commands. The more Commands held by an HQ, the greater its ability to
direct its units in achieving their objective. HQs expend Commands on
Orders, causing units to perform various Actions such as moving, firing, and
rallying (See chapter 4 for complete rules on Commands & Actions).

Convert: To convert a unit means to


change a unit’s ability. You convert Steps,
Teams, and Limited Action Teams into
various Limited Action Teams during the
course of a mission as a result of combat
effects, orders, HQ events or other
circumstances (such as assigning a step
to guard prisoners as per 8.15).
Current Activity Level: An indication of the relative intensity of the situation
during a mission. The Current Activity Level affects the ability to command, as
well as controlling the rate at which enemy forces come into play. There are
four levels: No Contact, Contact, Engaged and Heavily Engaged (8.1).
• No Contact: No VOF or PDF markers are on the map and no enemy
units have been spotted.
• Contact: One friendly-occupied or enemy-occupied card is under a
VOF marker, or there is at least one spotted enemy unit on the map.
• Engaged: Two or more occupied cards, (can include
friendly-occupied cards and enemy-occupied cards), are under VOF
markers.
• Heavily Engaged: Two or more occupied cards are under VOF
markers, and at least one card has both enemy and friendly units on it.

Engaged: A unit projecting a VOF.

Experience Level: A unit’s experience governs its chances of successfully


completing Actions. Experienced units are more likely to complete Actions
successfully. All Infantry units have an Experience Level of Green, Line, or
Veteran. Units start a campaign at the Experience Level prescribed by the
Campaign Section in the Mission Book. During a mission, the company gains
Experience Points which can be used to increase the Experience Level of
surviving units for the next mission (12.3).

Fire Support: Off map firing units, like field artillery, mortars, etc. that are
available to provide heavier fire than that typically produced from within the
rifle company on the game map. Different organizations (called “firing
agencies”) are often available. When their fire is requested, it is referred to as
a Fire Mission. Mission instructions list what fire agencies are available, the
types of Fire Missions they may fire, who the eligible observers are, and the
number of Action Cards to draw when requesting a Fire Mission (7.16).

Good Order Unit: This is any Infantry unit that is not a Limited Action Team
and is not Pinned.

Grenade Attack: General term used to describe the attempt to make not only
hand grenade attacks but also ranged attacks with rocket launchers, mortars,
RCL guns and so on (7.10).

HQ: A Headquarters. In game are Company HQ (CO HQ) and Rifle Platoon
HQs (PLT HQs). You may also come across Battalion HQ (BN HQ) and
various support weapon HQs. Each HQ is made up of a small number of
personnel - radio operators, runners and various other staff. As Company
Commander you are part of CO HQ.

Illuminated: A Terrain card lit by illumination devices (9.2).

Infantry Unit: Any unit that is not a vehicle is an Infantry unit.

Limited Action Team (LAT): See Team

LOS: Line of sight. The cards which are visible to a unit for the purposes of
spotting, aiming and enemy activity checks. LOS extends to Very Long Range
but can be blocked by terrain, visibility and smoke.
Net Combat Modifier (NCM): This is the value used to determine if a unit has
been hit or pinned by fire. It is calculated for each unit by applying all
modifiers on the Terrain card such as cover, crossfire, concentrated fire on the
unit or its cover marker, stacking penalties, etc., to the value of the strongest
VOF currently affecting the unit (6.4).

Occupied Card: See Unoccupied, Occupied, Cleared, and Secured Card

Primary Direction of Fire (PDF): A marker which indicates the direction to a


given unit’s VOF marker. A PDF marker is not placed if you engage an enemy
unit on your same card (Point Blank Range). Spotting for Fire Missions does
not place PDF markers (6.3).

Range: Distance from a unit to its target. There are four ranges:
Point Blank (P) - Same card
Close (C) - Adjacent card
Long (L) - Two cards away
Very Long (V) - Three cards away

Reconstitute: To reconstitute means:


● To make a battlefield promotion of one step of a Good Order unit to
replace the CO HQ or a Platoon HQ that was removed from play
(6.5.2).
● To put a removed squad back into play during a mission by reforming
it from 2 to 4 teams (4.2.3i).
● To reform squads, teams, HQs and Staff from steps between missions
(12.2) or mission attempts (3.9).

Removed from Play: Remove from the map any unit replaced by generic
LAT counters, such as a unit without a named Fire Team side that becomes a
Fire Team or Assault Team, or any unit whose final step is converted to a
Litter Team, Paralyzed Team, or Casualty. A Friendly unit removed in this way
can only be returned via Reconstituting (6.5.2). Enemy units are returned to
the counter mix.

Secured card: See Unoccupied, Occupied, Cleared, and Secured Card

Smoke: There are a number of types of smoke pyrotechnics; commonly


found in these missions are Hexachloroethane (HC), White Phosphorous
(WP) and Colored Smoke (4.3.6).

Staging Areas: Off map areas that are an abstraction of areas not directly
involved in the combat. Units move to and from Staging Areas during the
course of a mission. These areas are never directly involved in combat.

Steps: A step is the common measurement of unit


size in the game. Units have between one and four
steps, with each step representing between two and
four men. Units with two or more steps may break
down into different units during play, either
voluntarily or as a result of combat.
Because these units have various weapons, a diagram is provided in the
Mission Book for each Campaign to show how various units break down.

Team: There are several varieties of Teams used in the game representing
anything from a couple of soldiers, to a splinter of a squad due to combat
results, or a larger support team. They are usually 1-step units with a named
Fire Team on the flip side.
• Command Team: All HQs, Staff, and runner units.
• Weapons Team: A 1 or 2 step unit composed of a particular
weapon, its crew, and ammunition carriers. 2-step weapons teams
consist of two counters with the named Fire Team side on the flip side
of the 2nd counter.
• FO Team: A forward observer unit that provides fire support from
off-map agencies such as artillery, mortars, and aircraft.
• Limited Action Team (LAT): These are generic units created by
Commands or as the result of combat during the Combat Effects
Phase. As their name suggests, they have limits on their abilities
(4.2.5). LAT is a collective abbreviation referring to the four types of
LATs:
● Assault Teams
● Fire Teams
● Litter Teams
● Paralyzed Teams

Unoccupied, Occupied, Cleared, and Secured Card: A Terrain card is:


● Unoccupied if there are no units or PC markers on the card.
● Occupied if there is at least one unit on the card (regardless of the
presence of PC Markers). Depending on the unit(s) present, the card
can be friendly-occupied, enemy-occupied, or jointly-occupied (i.e.,
with units from both sides present).
● Cleared if it is an unoccupied card that previously had a PC marker
and is being counted for the purpose of achieving a mission.
● Secured if it is both friendly-occupied and cleared.
○ Ignore any casualties or VOF markers on a card when
determining if the card is unoccupied or cleared.

Vehicle: Vehicles include helicopters and tracked, halftracked, and wheeled


vehicles (10.0).

Volume of Fire (VOF): Volume of Fire represents the type of fire that affects
the occupants of a Terrain Card. It is used to determine the Net Combat
Modifier for resolving combat. Divided into Basic VOF and Special VOF (6.2).
Basic VOF: Fire which occurs automatically from a combat unit as per
the counter: Small Arms (S), Automatic Weapons (A), Heavy
Weapons (H), and Pinned (6.2.2).
Special VOF: VOF which requires more specific rules. Usually
marked with an Exclamation mark on the counter. Grenade Attack
(G!), Sniper (S!), Flamethrower (F!), Demolitions (D!), Mines!,
Incoming!, Air Strike! (6.2.3)

VOF Modifiers: These markers modify the Volume of Fire affecting either the
whole Terrain card or specific units on the card. Crossfire, Concentrated Fire,
Grenade Miss and Demo Miss (6.2.4).

1.2.7 Common Abbreviations


[Image: abbreviations charts] [Needs updating]

Important: Random Number generation


Throughout the game, you will be called upon to draw random numbers. To
determine random HQ events, to select enemy packages to place on the
map, to determine the decisions enemy and friendly units might make, etc.

Along the bottom of the Action Cards is a random


number generator. The top row of numbers is the
number of options you need to choose between and
the bottom number is the result to use. For example,
if you need to determine which of 8 HQ Events will
occur, you draw a card, find the 8 column, and use
the number below the 8 as your result.

The rulebook uses the shorthand R# to mean


“Random Number”. For example on a package menu
it may say “On R#1-3/10 place a Leader with the
package” - meaning to draw an Action Card, and
check the result under the 10 column, and if the
result is 1-3 place a Leader unit.

Fields of Fire is a complex game with countless possible situations that may
occur. If the situation is unclear, or if you’ve forgotten one of the many rules,
simply use the random number generator to determine what should happen.
Things happen in battle that are often strange or illogical, so the use of
randomness is not inherently ahistorical. At this level, the actual commanders
often had very limited insight into larger questions which made the actions on
the battlefield often seem random.
Fields of Fire v3.0 (draft) - Chapter 2

2.0 Preparing for a Mission


No company commander would willingly enter a battle without properly organizing their
command, understanding the assets available to them and their capabilities, and mapping
out the terrain on which their soldiers will operate. Before you begin playing a mission of
Fields of Fire, you will have to spend a little time doing these things, too.

2.1 Choose a Campaign and a Mission


First, choose one of the campaigns from the Mission Books. Then, choose a mission from
that campaign. If you just want to play a single mission by itself, you can choose any
mission. However, if you want to play the entire campaign, you should start with Mission 1.

For beginners to the system, choose the Starter Missions Book and pick one of the missions
from that. These offer a streamlined introduction to the system dispensing with more
complex rules like ammunition tracking, vehicles and communications.

Either way, look at your company Table of Organization & Equipment (TO&E) in the Mission
Book to see what forces you have available, and check the mission instructions for setup
information about that mission.

Note: The Fields of Fire rulebook provides the base rules for recreating a wide variety of
Infantry campaigns throughout the 20th and 21st century. However each Mission Book
contains additional campaign or mission specific rules, which are required to accurately
simulate the historical situation. At any time, if the Mission Book’s instructions, enemy
priorities, etc., appear to contradict the Rulebook, assume that the Mission Book is correct.

2.1.2 Mission Types


Volumes I & II introduce you to three basic categories of missions:
● Offensive missions will see you advancing up the map, flushing out and
attacking enemy units as you go. More advanced versions of the Offensive
mission will see you delivered to the battle in helicopters or amphibious
vehicles (see chapter 11).
● In Defensive missions you will focus less on moving and more on dealing with
often overwhelming enemies that come to you.
● A Combat Patrol mission is slightly different, where a single platoon will
venture out into enemy lines in order to find out what is out there, often prior
to an offensive mission in a campaign game.

2.2 Set Up the Map


The game map in Fields of Fire consists of Terrain cards arranged into a grid. The Mission
Details will tell you how many rows and columns you need to lay out. Each mission has
instructions on how to layout the map. Some are drawn completely at random, some have a
fixed arrangement, and some have a mix of fixed and random sections. Columns extend
vertically away from you, while rows extend horizontally across your front. Thus, a 4-column,
3-row map would look like this:
2.2.1 Lay Out the Terrain Cards
Lay out the Terrain Cards as specified in the mission instructions into the requisite
number of columns and rows. Unless the instructions tell you otherwise, place the
Terrain cards face up; for some missions where the quality of maps available in the
historical campaign was poor, you are instructed to place the cards face down. But
the default is that you will know the layout of the battlefield in advance. Face down
cards are flipped face up when your units have LOS to them (5.2).

Allow some space between cards so that you can place markers between them as
the need arises. Keep the deck handy, as the map may expand over the course of
the mission.

If you turn up a Hill card, draw another terrain card and place it on top of the Hill to
indicate the type of terrain on top of the hill (which is one level above ‘normal’).
Multiple hills may be played on top of each other, each one raising the level by one. It
helps to offset a Terrain card slightly from the underlying Hill card so it is easily
recognizable.

2.2.2 Place Visibility, Current Activity, and Potential Contact Markers

Consult the mission instructions for the visibility level and use the appropriate
markers (one for light level and one for adverse weather) to indicate it. Set the
Current Activity level by selecting the No Contact marker; by definition, every mission
will start with No Contact as the Current Activity marker. Place them near the top of
the map, or anywhere they will serve you effectively as reminders.

Place Potential Contact markers according to the mission instructions (8.2).


● In Offensive Missions put PC Markers on the map when setting up the
mission.
● In Defensive Missions PC markers are placed during the Enemy Activity
Check Segment. Untriggered PC Markers are removed at the end of every
turn.
● In Combat Patrols, put PC Markers on the map when setting up the mission
and place new PC markers at the beginning of each Patrol.

(See chapter 8, The Enemy for more on Potential Contact markers).

2.2.3 Shuffle your Action Deck


The Action Deck should be shuffled and placed within easy
reach next to the map. You will use this throughout the game to
determine the results of action attempts, the effects of combat,
the number of commands available and any time a random
number is required.

Most activities require a number of cards to be drawn from the


Action Deck. To ensure the deck is randomized sufficiently and
gives the proper distribution of results, always draw the full
number of cards even if the desired result appears earlier. If
you encounter the reshuffle card, finish drawing the cards and
then reshuffle all the cards, including the reshuffle card. Note that the reshuffle card
does not count as one of the required card draws.

The various elements which make up each Action Card are explained in 2.8.

2.3 Organize Your Company


All units in your company take orders from the CO HQ and CO Staff. In addition some may
be attached to Platoons as noted in the Table of Organization & Equipment and can take
orders from Platoon HQs.

2.3.1 Fill Out the Mission Log


All of the information that you need to fill out the Mission Log before start of play can
be found in the Mission Book. See the Table of Organization & Equipment for
company details general to the whole campaign, and specific mission instructions for
available attachments, fire support, etc. Note unit Experience Levels, ammunition,
fire missions available, etc.

2.3.2 Designate Command Relationship of Attachments


The list of units in the TO&E are your company’s core units, which will take part in
every mission. In addition, certain units from other companies will be available to be
assigned in each mission, for example heavy weapon teams, vehicles, and off-map
mortar/artillery forward observers (FO). This is called “task organizing” and units so
assigned are called “Attachments”.

Refer to the Attachments Table in your Mission Book to find which units are available
for your current mission. Like regular company units, the CO HQ & Staff can always
give orders to Attachments. In addition, they can also be assigned to one of your
Platoon HQs. Unless otherwise specified in the mission instructions, these
Attachments automatically have an Experience Level of Line and they do not gain
experience over the course of a campaign. Decide if any of these units are to be
assigned to a Platoon HQ and note the attachment on the Mission log. If you are
unsure, just distribute attachments between all your platoons; you can always
experiment with different plans in later missions.

2.3.3 Designate Command Relationship of Unassigned Company Units


In the same way as above, you can also assign any regular company units (such as
weapons teams, mortar section, jeeps and so on) which are not already attached to a
Platoon HQ. Any units that remain not assigned to a Platoon HQ can still be
commanded by the CO HQ and any Staff as usual.

An Attachment or company unit assigned to a Platoon is considered part of that


Platoon for all purposes for the duration of the mission. A unit may not be reassigned
to a different PLT HQ during the course of a mission.

2.3.4 Distribute Assets


The TO&E may specify how some of your assets must be assigned. Apart from that,
you will have leeway in assigning assets to Platoon HQs, Company HQ, Company
Staff, or other units as you see fit. For HQ and Staff, place assets as desired among
the appropriate holding boxes on the Command Display for convenience, otherwise
the asset can be placed under the unit that will carry it.

You should also assign specific instructions to your Pyrotechnic signals (4.3.6).
These instructions must be set before the mission begins and cannot be changed
later, since the whole point of using such signals is that everyone understands in
advance what they will mean when they are used on the battlefield.

In some missions, Skills will be assigned to a platoon. Choose a Skill from the list in
12.7.

2.3.5 Place Units on the Map


Refer to the Company Unit Guide in the Mission Book to see which counters to use.
Unless otherwise specified in the mission instructions, set up your company units and
attachments:
● For an Offensive mission, in the Staging Area below row 1 (2.5)
● For a Defensive mission, between the Main Line of Resistance (2.4.1) and the
Staging Area (2.5). (Some units can be kept back in the Staging area if
desired, but your priority should be to set up a defensive line.)
● Patrols vary according to era, see mission instructions for setup. Generally
the platoon carrying out the patrol sets up on the first row.
● In some Combat Patrol and Defensive missions a Combat Outpost may be
present forward of your lines, where some units can be placed (2.6.1)
Each HQ and Staff unit in play has an equivalent Command Counter. Place these at
the top of the Command Display.

2.4 Tactical Reference Points


Before you begin a mission, your chain of command will issue strict geographical limits
within which your company can operate, the Area of Operations (AO). Within the AO, you
will also have to point out specific objectives for your own reference. These controls exist to
coordinate maneuver and fire support, and also to prevent friendly fire. Commanders draw
these controls on their tactical maps; they are represented here by Tactical Control markers.

2.4.1 Place Tactical Control Markers


There are two types of tactical controls in Fields of Fire: Linear and Point. Linear
controls follow the seams between rows or columns of Terrain cards. Point controls
are placed on a card and are specific to that card.

Many tactical controls are unique to certain types of missions. Consult the Mission
Details to determine the type of mission and where and how to place the appropriate
Tactical Control markers (TCM).

A. Offensive Mission TCM


Offensive Missions use the following Linear TCM: Right and Left Boundaries,
Line of Departure (LOD), Phase Lines (PL), and Limit of Advance (LOA).

The Line of Departure represents the official starting line for an attack. It runs
horizontally across the map. Unless the mission instructions specify
otherwise, place it between the Staging Area (2.5) and Row 1.

Phase Lines are used to coordinate advancing units. You can place up to two
PLs, and they must run horizontally across the map. You can use them to key
Actions with Pyrotechnic signals (4.3.6).

The Left and Right Boundaries are fixed boundaries that your units may not
cross at any time. Place these vertically, along the left-most and right-most
columns of Terrain cards. Important: though your units can never cross these
boundaries, enemy units may be placed outside them when Random
Contacts are resolved. They also may move outside those boundaries during
the Enemy Activity Check Segment. In such cases, your units may fire across
a boundary line, but may never move across it.

Design Note: In real life combat situations, Left and Right Boundaries would
prevent adjacent companies from wandering across your company’s front,
and you from wandering across their front.

The Limit of Advance marks the line beyond which you may not advance
during this mission. Place it horizontally, along the topmost row of Terrain
cards. As with the Left and Right Boundaries, enemy units may enter play and
move beyond the LOA; your units may fire across it but never move across it.

In short, the linear controls form a box outside of which your units may not
move during a mission, although enemy units may appear, move and fire at
yours from beyond those boundaries.

Offensive Missions also usually use the following Point TCM:


• Attack Position (AP),
• Primary Objective (OBJ 1) and
• Secondary Objective (OBJ 2).

The Objectives represent physical locations that you must occupy. The Attack
Position is your last covered and concealed position before you reach an
objective. Players generally have some leeway in placing Objective and
Attack Position TCMs, but must adhere to any restrictions in the mission
instructions.

A Tip: It is best to designate an AP that is adjacent to both Objectives, and if


possible you should place the Objective TCMs on cards with high Cover &
Concealment ratings so that you can defend them relatively easily once you
occupy them.

B. Defensive Mission TCM


Defensive Missions use only one Linear TCM: the Main Line of Resistance
(MLR). This represents the line before which the enemy advance must be
stopped. The mission instructions will tell you where to place the MLR. If there
are Field Fortifications and phone lines available for the mission, these can be
set up behind the MLR before the mission begins.

Defensive Missions may also allow you to place a Combat Outpost (COP)
Point TCM. A Combat Outpost is a position set up in front of your MLR in
order to confuse and break up an enemy attack. You may place units from a
single Platoon up to the stacking limit in a COP.

Besides moving your designated platoon units to and from the COP, Assault
Teams may scout forwards up to one row in front of the MLR. This action is
only available in missions which place Potential Contacts in these rows.

You may also have two other Point TCM available to you: Final Protective
Lines (FPL) and Final Protective Fires (FPF). These are prepared defensive
fire schemes, and they are covered in detail in the Weapons rules (7.2.4 and
7.16.2D, respectively).

C. Combat Patrol TCM


Combat Patrol Missions use one Linear TCM: the Main Line of Resistance,
which marks the point from which the patrol sets out from friendly lines.

Otherwise, Combat Patrol Missions use Point TCM. Use the Primary
Objective (OBJ 1) to mark the farthest point from the MLR that the patrol is
supposed to reach. You may also have to designate Route Points to mark out
the path that the patrol must follow. This route may cross or come back on
itself, so it is possible for a single Terrain card to have more than one Route
Point marker on it.

D. General Purpose TCM


Several different Point TCM may be available to you if circumstances warrant,
regardless of mission type. Some of them must be placed before play starts,
or they may be placed as the mission is in progress (4.2.1l). These are:
• Landing Zones (LZ; 11.1.4)
• Casualty Collection Points and MEDEVAC LZs (5.1.7)
• Registered Targets (7.16.5)

2.5 Staging Areas


A Staging Area is a designated assembly area in which units prepare for an upcoming
mission. In Fields of Fire, the Main Staging Area is usually represented by a row of facedown
Terrain cards (do not use Terrain cards from the campaign you are playing. Use cards from a
different campaign). Use one of the Transport Control Cards to manage air and amphibious
assaults. In game terms, Staging Areas function as off-map holding boxes from which your
units enter the map. Units in a Staging Area may not fire or Spot and they cannot be fired
upon. Unlike regular terrain cards (as described in 5.1.5), Staging Area cards have no
stacking limits.

A. The Main Staging Area


Units enter and exit the map to and from a Main Staging Area by normal movement.
Units may move between cards in a Main Staging Area as if they were moving
between Terrain cards and are not marked Exposed.

A Line of Sight exists for communication purposes between all cards in the Main
Staging Area. This means that within the Main Staging Area, you may automatically
use all radios that require LOS between units. All cards in the Staging Area are
connected by phone lines. Thus Telephones used within the Main Staging Area do
not need to be connected by wire. A Telephone or Telephone wire in row 1 provides a
connection to phones anywhere in the Staging area. LOS for radio communication
exists between staging cards and adjacent map cards on row 1.

B. Assault Staging Areas


Some missions require special Staging Areas. For helicopters: the Pickup Zone,
Inbound, Outbound, and Loiter Areas which can be found on the Helicopter Control
Card and for Amphibious Assaults the LVT setup chart for that mission.

Unlike the Main Staging Area, do not treat these as being adjacent to the map.
Therefore, units may not use normal movement to enter the map from an Assault
Staging Area.

No Line of Sight may be traced into or out of an Assault Staging Area.

2.6 Combat Patrols


Patrolling is a constant activity for Infantry units in combat. Most patrols take place at the
squad level, and thus are below the level for inclusion in the campaign. The Combat Patrol
missions are built around a platoon. A patrol of this size is typically meant to deceive the
enemy, deny their reconnaissance, and possibly spoil their attack plans. The following rules
are a guideline, and more specific information will be given in the mission instructions.

2.6.1 Combat Patrol Setup


Unlike Offensive and Defensive missions, patrols are carried out by just a single
platoon, though you may also attach weapons teams, FOs, and Company Staff. The
mission instructions will indicate which platoons can carry out patrols.

The map often includes company positions; foxholes, trenches, bunkers, or a


Combat Outpost (COP) tactical control. All these positions may be occupied by the
rest of the company who may not move, but are able to support the patrol by fire. You
may place units from a single Platoon up to the stacking limit in a COP.

Units positioned in a COP or other friendly field fortifications may be repositioned


between patrols. Although they may not Move, HQs not on the patrol itself still draw
for commands in order to support the Patrol.

2.6.2 Combat Patrol Objectives


There is no need to Clear or Secure the objective or route points, unless specifically
required by the mission instructions. Therefore it is not necessary for every unit from
the patrol to stay on the path of the route points. Only one unit needs to “touch” each
point as they go (though more than one may do so).

2.6.3 Setting up for the Next Patrol


Some patrols have you set up a new map for each platoon you send. If the mission
instructions indicate that Combat Patrols are to be performed on the same map:
● Place new PC Markers between each patrol as these missions are assumed
to take place over days and weeks. No PC Markers are placed on the COP if
one is in play.
● After each patrol, carry out the instructions in 3.9 to adjust the map in
preparation for the next patrol as if beginning a regular mission Reattempt.

2.7 Air/Amphibious Assault Planning


Some missions begin with an Air or Amphibious Assault, in which your units enter the map
by helicopter, amphibious tractor, or landing craft. In these missions, the transportation
available may have to make multiple trips to bring in all of your units. In such cases you must
create a Landing Plan before play begins, in which you specify the order in which your units
will be transported to the map (See chapter 11 for details of assault planning).

2.8 Understanding the Action Card deck

2.8.1 Command Section


This section at the top left of each card has two numbers, a large one in a helmet on
the top left, and a smaller one in a US star symbol below and to the right of the first
number. The number in the helmet indicates how many commands are available to
an HQ when it is Activated (operating under the command of its Higher HQ, 3.3.1).
The smaller number in the star symbol tells how many commands are available to an
HQ that has not been activated (operating on its own initiative, 3.3.2).

2.8.2 Action Attempt Section


The whole upper right quadrant of the card—in the darker rectangle—is the Action
Attempt Section, and the items in that section (such as “Contact,” “Spotted,” “HQ,”
and “AT”) are described elsewhere in the rules.

Indicates a successful Indicates a successful Attempt to


Attempt to Spot or Seek Cover or Attempt to Rally
Concentrate Fire
Indicates a successful Indicates that a Call for Fire has
Attempt to Infiltrate gone off-target. Also indicates a
triggered mine.
Indicates a successful Indicates a Higher HQ Event
Attempt to Make a
Grenade Attack
Indicates a successful Modifier for AT combat
Attempt to Call for Fire
and a triggered mine
Indicates a successful Indicates a catastrophic failure
Attempt to Call for Fire when making a ranged Grenade
and a triggered mine. Attack with a missile launcher or
Also indicates the Concentrating Fire with Machine
possibility of a Battalion Guns, RCL and so on. (Does not
Fire Mission if available indicate a successful Spotting
for your current mission. attempt)
Indicates enemy contact
during the Potential
Contact Evaluation
Segment

2.8.3 Combat Resolution


This section appears along the left side of the card and vertically lists numbers from
–4 to +6 and HIT, PIN, or MISS. The number is the net modifier for Volume of Fire
plus Cover & Concealment and various other conditions. The words HIT, PIN, or
MISS indicate whether the target has taken effective fire.

2.8.4 Hit Effect Section


This section is just below the Action Attempt section and is used when an infantry
unit is HIT to determine the effect of that hit based on the Experience Level of the
target unit (Veteran, Line, or Green).

2.8.5 Random Number Section (R#)


Along the bottom of the card is the random number generator. Many game functions
require that something be determined randomly among a variety of options. The top
number is the number of options and the bottom number is the result to use. For
example, you may need to determine which of 3 options to use, so you draw a card,
find the 3 column, and see a 1 under the 3. In this case, you would use option 1.

2.9 Beginning Play


Now that your units are set up on the map, your organization chart is up to date, and
your Action Deck is well shuffled, you are ready to start your mission. The game
follows a strict sequence of play which you can find in chapter 3 and on the back
page of this rulebook. This can seem quite complex at first so it is recommended that
you follow the Examples of Play to get a feel for how each turn plays out.

Using the Rulebook

Basic GamePlay
For an idea of Basic play you should read through chapters 4-6:

Chapter 4 explains the command structure in detail and how orders are passed
down. All of the Actions available to units are provided in the Action Menus in this
chapter (and also on the Player Aid).

Chapter 5 explains how the map is used. It covers movement, terrain and how Line
of Sight is affected.
Finally, chapter 6 explains the basic principles of combat.
In general, your units and the enemy’s will engage each other automatically
according to the priorities explained in chapter 6. As Commanding Officer, it’s your
job to provide leadership to give your units an edge over the enemy. Outflank their
units, decide where to concentrate fire, when to close with the enemy and engage in
point blank combat and when to drop back and call in fire support.

Reference Chapters
Chapter 7 covers the wide variety of weapons and special units available to you (and
your enemy). Specific rules for the actions you want to carry out can be looked up as
you need them.

Chapter 8 provides details of how enemies are placed on the map and how certain
enemy units act. Generally enemy units act in the same way as your own. All
movement and combat principles apply to them as much as they apply to your own
units.

Advanced chapters
Chapters 9-13 cover rules which are only required in specific missions and can be
ignored until you are ready to include them in your games. These cover limited
visibility missions, vehicles, urban combat and rules for using experience points in
between missions when playing the campaign.
Ready for Normandy Mission 1
Fields of Fire v3.0 (draft) - Chapter 3

3.0 Detailed Sequence of Play


Once you have completed your planning and setup, you play out a mission in turns. Each
turn is broken down into Phases, Segments and Impulses as set out on the Sequence of
Play card. It is very important that you follow this sequence strictly to carry out each turn. In
order to familiarize yourself with the sequence of play, which can be quite intimidating, read
through the training exercises and examples of play in the Starter Guide. Play through each
exercise, set up and follow along with each example until you are comfortable with the
Sequence.

Important: What follows is the full sequence of play and all the instructions or references to
instructions elsewhere in the rulebook that you will need to follow in each phase. This is here
as a reference. For your first game, it is highly recommended that you read through the
Starter Guide which will teach you the sequence one step at a time. If you are learning with
just the rulebook, it’s recommended that you familiarize yourself with chapters 4-6 before
returning here.

Overall guidance
Follow the sequence of play to carry out a turn. Update VOF and PDF markers (6.2) and
Activity Level (8.1) as soon as any changes on the map occur in all Phases and Segments
except the Combat Effects Segment (3.7.4) where the results of all combat activity occur
simultaneously. After Combat Effects, carry out the Clean Up Phase, update VOF & PDF
and move on to the next turn.

The mission isn’t over until the end of the final turn, even if you have secured your
objectives; there is always a chance that the enemy will counterattack. At the end of the final
turn, if the objectives have not been met, both sides take a break as endurance and
ammunition run low. Follow the sequence described in 3.9 to set up for a Reattempt.
Otherwise, add up your experience points and, if you are playing a Campaign, consult
chapter 12 on preparing for the next mission.

All commands are detailed in the Action Menus in chapter 4 and on the Player Aid. Basic
play involves activating HQs to gain Command Points, having HQs spend their Command
Points on Actions for subordinate units they are in communication with, and carrying out the
actions on the map.

Sequence of Play
Carry out the instructions in each Phase, Segment and Impulse in the order presented.
Complete one Phase/Segment/Impulse before moving on to the next.

(Throughout the turn Update PDF, VOF and Activity Level markers as the situation on the
map changes except during 3.7.4 Combat Effects)

3.1 Friendly Higher HQ Event Phase (Starting on turn 2)


● Draw an Action card; if the HQ radio icon is present, determine an event on the
Friendly Higher HQ Events Table by drawing another card and checking the R#.
Follow the instructions in the Event Table.

3.2 Defensive Missions: Enemy Activity Phase (See chapter 8 for detailed rules)
(Both Enemy Activity Phases, 3.2 and 3.4, are almost identical, but the place in the
Sequence of Play changes according to the type of mission).
3.2.1 Enemy Higher HQ Event Segment (Starting on Turn 2)
● Draw an Action card; if the HQ radio icon is present, determine an event on
the Enemy Higher HQ Events Table.
● Enemy units that are placed on the map, or who take actions or Attempt to
take actions as a result of a Higher HQ Event do not perform any further
Activity Checks in 3.2.2.

3.2.2 Enemy Activity Check Segment


● Place PC markers as indicated by the mission instructions. (8.1)
● Check every enemy unit on the map for activity (except those affected by
3.2.1).
○ Determine card order randomly. On each card, check units based on
their status on the Enemy Activity Check Hierarchy tables. (8.6.1)

3.3 Friendly Command Phase


(See chapter 4 for full details of each Segment as well as instructions on command
modifiers, eligibility, Actions and communications).
3.3.1 Activation Segment
3.3.1a BN HQ Impulse
● If the BN HQ is not on map, activate the CO HQ.
● If the BN HQ is on map, give it the maximum number of
Commands (6 in daylight, 4 in Limited Visibility) and expend them
on units (4.2). BN HQ does not save Commands.
3.3.1b CO HQ Impulse
● If activated by the BN HQ, draw an Action card and give it the
modified number of Activated Commands.
● Save those Commands or expend them (and any saved
Commands) on units up to the maximum per day and per
Experience Level.
3.3.1c PLT HQ/CO Staff Impulse
● Select a PLT HQ or CO Staff that was activated by the CO HQ,
draw an Action card and give it the modified number of Activated
Commands.
● Save those Commands or expend them (and any saved
Commands) on units up to the max per turn according to Visibility
and Experience Level. (indicated on Command Display).
● Repeat for the next PLT HQ/Co Staff

3.3.2 Initiative Segment


3.3.2a CO HQ Impulse
● If not activated in 3.3.1, draw an Action card and give it the
modified number of Initiative Commands.
● Save those Commands or expend them (and any saved
COMMANDs) on units up to the maximum per turn according to
Visibility and Experience Level.
3.3.2b PLT HQ Impulse
● Select a PLT HQ that was not activated in 3.3.1, draw an Action
card and give it the modified number of Initiative Commands.
● Save those Commands or expend them (and any saved
Commands) on units up to the maximum per turn according to
Visibility and Experience Level.
● Repeat for the next PLT HQ
3.3.2c CO Staff Impulse
● Select a CO Staff not activated in 3.3.1, give it one Command.
● Save that Command or expend it (and any saved Commands) on
units up to the max per turn according to Visibility and Experience
Level.
● Repeat for the next Co Staff
3.3.2d General Initiative Impulse
● Draw an Action card and expend on any units a number of
Commands equal to the unmodified Initiative Commands. If it’s a
Combat Patrol, halve the number first (rounding down).
● General Initiative Commands cannot be saved.

3.4 Offensive Missions/Combat Patrols: Enemy Activity Phase


(See Chapter 8 for detailed rules)
3.4.1 Enemy Higher HQ Event Segment (Starting on Turn 2)
● Draw an action card; if the HQ icon is present, determine an event on the
Enemy Higher HQ Events Table.
● Enemy units that are placed on the map, or who take actions or Attempt to
take actions as a result of a Higher HQ Event do not perform any further
Activity Checks in 3.4.2.

3.4.2 Enemy Activity Check Segment


● Have all enemy units firing upon cards without valid targets (any non-casualty
units) receive a Cease Fire order (and open fire elsewhere as per 6.1.1).
● Check every enemy unit on the map for activity (except those affected by
3.4.1).
○ Determine card order randomly
○ On each card, check the units based on the Enemy Activity Check
Hierarchy tables.

3.5 Mutual Capture & Retreat Phase


3.5.1 Capture
● Any Paralyzed or Litter Team alone on a card with opposing Infantry units with
a VOF Rating are captured.
● If a side does not take prisoners, Convert captured steps to casualties;
otherwise, designate one step as a guard and remove the guard step and
prisoners from play. (8.15)
● Any Enemy casualties on a Cleared card are automatically captured and do
not require guards. (Enemy units never capture friendly casualties.)

3.5.2 Retreat
● Retreat any non-Pinned, non-Exposed Paralyzed Team under a VOF marker
one card according to these priorities
○ Card with no VOF
○ Card with best net NCM that is towards that unit’s side’s edge of the
map or Landing Zone (LZ) (11.1.4) .
● Retreat any non-Pinned, non-Exposed Litter Team plus a Casualty under
VOF marker one card according to the priorities above. The Litter Team will
automatically pick up the Casualty if they are in the same area of the card. A
Litter Team without a Casualty will not retreat.
● Mark retreating Paralyzed and Litter Teams Exposed.
● Enemy units who retreat from a card at their side’s edge of the map will
retreat off the map. Remove them from play. Do not extend the map. They will
prioritize moving off the map rather than moving to terrain cards located
outside of the map boundaries.

Note that Retreat in this phase overrides any movement restrictions for LATs (4.2.5)

3.6 AT Combat & Vehicle Movement Phase (See chapter 10 for detailed rules)
● Move vehicles and carry out AT combat with Activated units (4.2.1.i). If both sides
have Activated units, alternate sides, starting with the player side in Offensive
Missions and Combat Patrols, or the enemy side in Defensive Missions.
● Flip each unit's Activated marker as it finishes.

3.7 Mutual Combat Phase (Detailed rules on combat can be found in chapter 6)
This phase is an abstraction of the cumulative Action that occurs throughout the time
covered by the turn.
3.7.1 Fire Mission Update Segment (7.16)
● Remove existing Incoming! and Air Strike! VOF markers.
● Flip Pending markers to their active sides.
○ (Remember to update the Activity Level before moving to the next
step).

3.7.2 Potential Contact Evaluation Segment (See chapter 8 for full details)
● For each card with a PC marker and a friendly unit, evaluate the PC Marker
according to the procedure in 8.2.
● Update the Mission Log and immediately update the Current Activity Level
before moving on to the next card.

3.7.3 Pinned Recovery Segment


● Remove Pinned markers from any Vehicle or Infantry units that are not under
a VOF.

3.7.4 Combat Effects Segment


(The effects in the segment are assumed to be occurring simultaneously. Resolve
each card in any order and do not update PDF or VOF markers until the Clean Up
Phase)
● For each Infantry Unit on a card with a VOF marker:
○ Resolve any Flamethrower Attacks (7.14)
○ Determine the NCM (6.4)
○ Draw an Action Card to determine if the fire is effective. (6.4.1)
○ If the unit is Hit, draw another Action card to determine the Hit's effect
based on the unit's Experience. (6.4.2)

3.8 Clean Up Phase


● Remove Pyrotechnic, Smoke, Illumination, Exposed, Moved/Fired,
Concentrated Fire, Grenade and Grenade Miss markers.
● Evacuate Casualties from Casualty Evacuation Points
● Have all enemy units firing upon cards without valid targets (any non-casualty
units) receive a Cease Fire order (and open fire elsewhere as per 6.1.1).
● If this is a Defensive Mission, remove any unresolved PC markers.
● Adjust VOF, PDF and Activity Levels resulting from Combat Effects Segment
and Clean Up Phase.

After Clean Up, move the turn counter up one turn on the track and return to the top of the
Sequence of Play. If this is the end of the final turn as set in the mission instructions and the
objectives have not yet been reached, move on to 3.9.

3.9 Reattempt
The turn limit represents the cumulative effect of fatigue and consumption of small arms
ammunition. After the final turn, if the mission objectives have not been achieved, both sides
are exhausted. Offensive units fall back to secure positions to recover and then launch
another assault. This is represented with the Reattempt mechanic.

Check if reattempts are available in the mission instructions and follow the steps below to
prepare for the reattempt.

Note: These steps are also used in between Combat Patrols if the mission instructions state
that they take part on the same map.

1) Add up total experience points for the previous attempt.


Note: Keep track of points awarded for clearing and securing cards. You cannot
receive experience points for clearing/securing the same card twice in the same
mission, even in separate attempts.
2) Rally any weapons teams, spotters and HQs on their Fire Team sides to their Good
order side.
3) Reconstitute squads, HQs and company weapons teams (not Attachments) from
LATs (regardless of where LATs are currently located on the map).
○ Note: The original platoon assignment of a LAT does not have to be tracked
during the game. LATs can be used for reconstitution freely.
○ Each LAT, including Assault Teams, counts as 1 Green step during this
sequence.
○ Use experience points to promote any steps you want in order to upgrade
your squads, HQs Staff and Weapons Teams while reconstituting (according
to 12.3).
○ Note that any step used to reconstitute an HQ or Staff cannot be promoted
(new HQs always begin a Reattempt as Green units).
○ LATs removed as prisoner guards and for other event related reasons cannot
be used for reconstitution between Attempts.
4) Any LATs not used for reconstitution in Step 3 become Fire Teams.
5) Reposition friendly units to any Secured cards (friendly occupied, cleared cards). You
may place them underneath any cover markers already on the card. Phone lines can
also be repositioned to Secured cards at this time if desired.
6) Remove all Casualties (Friendly & Enemy) from play. Remove any enemy Paralyzed
and Litter Teams.
7) Leave any found Cover markers or Mines on the map.
8) Leave any enemy unit that is under a Cover marker in that cover, but place any
enemy unit not under cover under the best cover marker on the card which is
available for use.
9) Flip any burning wrecks to wrecks.
10) Remove Pinned, PDF, and VOF markers.
11) Remove saved Command Points.
12) Resupply all assets and ammunition (friendly & enemy). Reset available Fire
Missions to initial value. Remove any assets dropped on the map.
13) Place the Turn Marker on Turn 1.
14) Start the Sequence of Play (note that this may result in PDFs and VOFs being placed
immediately as per the Basic Combat Principles described in chapter 6).

No additional PC Markers are placed, the Spotted and Unspotted status of all units
remains the same. The offensive simply carries on from where it left off and you
attempt to take the Objectives again.
[Putting this here for now, it’s basically a duplicate of the one in chapter 12 with “mission”
replaced with “attempt”, but being here means you don’t have to read chapter 12. The
Starter Guide will eventually contain a fully illustrated guide to reconstitution which ultimately
will be referred to here. The Player aid will, of course, show 4-step unit experience levels too
in 3rd edition.]

Reconstitution Example
You can use the Log sheet to note the experience levels of each step during Reconstitution
in between attempts and work out how you are going to distribute your experience points.

In the example below each unit is marked with an Experience label (G, L or V) to help
visualize what’s happening.

1. This is the company at the end of our first attempt mission. First thing to do is check
that the number of LAT and Casualty Steps you have match the number missing from
the company (bear in mind attachments and additional units such as vehicle crews
which may have been placed on the map during the mission). If the numbers don’t
add up, you’ve made a mistake somewhere during play).
We lost 1st SGT (1 step), 1/1/MG (1 step), 1 step from 2/1 and 2 steps each from the
squads 1/1 and 3/1 for a total of 7 (each of these squads originally had 4 steps). And
we have 7 LATs scattered about the map or on the Command Display. So, we’re set
to go. It doesn’t matter where the LATs came from originally. Every LAT (even the
Line rated Assault Teams) counts as 1 Green Step during Reconstitution between
missions/attempts.

2. Next we decide which Steps we are going to reconstitute. There are no


Replacements available in between mission attempts and since casualties are not
recoverable, this means we are resigned to entering the next attempt 2 steps down.
We decide that it’s important to recover our 1st SGT and 1/1/MG Team so 2/1 and
3/1 will have to start the next attempt as 3-step squads.

We can simply reconstitute the squads with the Green steps and recalculate the unit
experience level using the Average Experience Levels chart in 12.6 (and on the
Player Aid). However, we gained 21 experience points during this attempt. So let’s
put them to good use.

3. We spend our experience points thus:


● CO HQ Promoted to Line: 1 point
● CO XO Promoted to Veteran: 3 points
● As a new HQ, 1st Sgt cannot be
promoted so remains at Green.
● 1st PLT HQ Promoted to Line: 1 point
● 1/1 Plt Promoted to Line: 3 points (3
Green Steps are promoted, L+L+L+G=Line)
● 2/1 Plt Promoted to Veteran: 6 points
(2 Line Steps are promoted, V+V+L=Veteran)
● 3/1 Plt 1 Green Step is Promoted to
Line: 1 point (V+V+L=Veteran)
● 1/1/MG Promoted to Line: 1 point
● 2/1/MG Promoted to Veteran: 3 points
Total cost: 19 points

This gives us 2 points to spend on a couple of skills.


Fields of Fire v3.0 (draft) - Chapter 4

4.0 Command & Control


The core mechanic of Fields of Fire is that HQs obtain a number of Commands and
spend them on Actions to control themselves and other units. Cards are drawn to
determine the number of commands that the HQ has for the turn which have a variety of
modifiers.

This represents the limited time, energy, and situational awareness of the HQ during the
turn. Commands can be saved for use in later turns, with some limitations, which
represents the HQ taking the time to create a plan of Action. The act of exchanging
Commands for Actions is called “orders,” “ordering,” or “issuing an order.” Commands
are an abstraction of the HQ actually issuing verbal or written orders to effectively
communicate the intent of the HQ.

As described in 2.3, at the beginning of a mission units may be attached to a particular


PLT HQ. An HQ can use Commands to take actions itself, or it can issue Commands to
subordinate units as shown in the table below.

Company units which are not attached to a Platoon take orders from the CO HQ or Staff.
Limited Action Teams are not considered attached to any platoons and may receive
orders from any HQ or Staff unit.

4.1 Commands
During the Friendly Command Phase, HQs receive Commands. The Friendly Command
Phase in the Sequence of Play (3.3) represents how these commands flow down the
chain of command from higher to lower, from Battalion to Company to Platoon. HQs are
either Activated by their Higher HQ or they have to act on their own Initiative. HQs that
are Activated by their Higher HQ tend to have more commands than those taking the
Initiative. All Commands must be used or saved during the Impulse in which they are
received; i.e. a CO HQ Command cannot be used during the PLT HQ Impulse. You
choose the order that PLT HQ or CO Staff draw for Commands in the Impulse they are
activated or in the Initiative Impulse.

When an HQ or Staff draws for Commands it must use, save, or lose the excess before
another HQ or Staff draws.

Command Reference Table


Can Activate Can give other orders (besides
HQ / Staff
(4.2.1.a) Activate) to

BN HQ CO HQ* Any unit

CO Staff, All lower


CO HQ Any unit except higher HQs
HQs

CO XO None Any unit except higher HQs

Any unit except higher HQs and


1st Sgt None
the CO XO
GySgt (USMC Any unit except higher HQs, CO
None
companies) XO and 1st Sgt
Plt HQ, Weapon Any Unit attached to their own
None
Team HQs, Tank HQ platoons. Any LAT
*While off-map, can only activate the CO HQ if it is in communication on the BN TAC Network

4.1.1 The Friendly Command Phase Sequence


Follow the Friendly Command Phase instructions below to Activate HQs and give
orders to units to carry out Actions. Complete the instructions for one
segment/impulse before moving on to the next.

Activation Segment
In this Segment, HQs receive Command Points from Higher HQs and use
them. The minimum number of Commands for a unit Activated in this
Segment, after modifiers, is one.

BN HQ Impulse
Unless specified otherwise in the mission instructions, the BN HQ
starts off the map. If any higher HQ leader (Rgt/Bde Cmdr, Bn Cmdr,
etc.) enters the map due to events or special rules, the BN HQ is
considered to be “on the map”.

Use one of the following procedures:


● If the BN HQ is off-map, and the CO HQ is in communication
via a BN TAC radio or phone (4.3) it will automatically Activate
the CO HQ. Flip the CO HQ command counter to its
Commands Available side.

● If the BN HQ is on the map, automatically give it the maximum


number of allowable Commands (6 for a daytime mission or 4
for a night mission). BN HQ may expend these Commands on
orders to itself or on any friendly subordinate units in play and
in communication, including Activating the CO HQ. You cannot
save BN HQ Commands.

Note: This means that the CO HQ cannot be Activated if it is not in


communication with BN HQ. If the CO HQ is not Activated, it cannot
Activate other HQs and Staff which means the entire Activation
Segment is skipped.

CO HQ Impulse
Use the following procedure:
● If the CO HQ was Activated in the BN HQ Impulse, draw an
action card. The number in the helmet icon is the number of
available Commands. This number may be modified by the
conditions listed in 4.1.2, but a minimum of one command is
always given. Mark these on the Command Display with the
CO HQ Command counter.

● Subject to the limitations in 4.1.3, CO HQ Commands


(including previously saved Commands) are now spent on
orders to itself or any friendly subordinate units in play and in
communication, including Activating PLT HQs and CO Staff
(4.2.1a), or they may be saved.
● Flip the Command Marker of any HQs Activated by the CO HQ
with an Activate Action (4.2.1a) to its Commands Available
side.

PLT HQ/CO Staff Impulse


Use the following procedure:
● Select an Activated PLT HQ or CO Staff and draw an Action
card. The number in the helmet icon is the number of available
Commands for this HQ. This number may be modified by the
conditions in 4.1.2, but a minimum of one command is always
given. Mark this on the Command Display with the Command
Counter for the Activated HQ or Staff.

● Subject to the limitations in 4.1.3, the Activated PLT HQ/CO


Staff may now expend Commands (including saved
Commands) on orders to itself or any friendly subordinate units
in play and in communication, or they may be saved.

● After you have finished spending Commands from the selected


PLT HQ or CO Staff, flip its Command counter to its Activation
Complete side, select the next Activated HQ, and repeat the
process.

Note: PLT HQs do not need to be selected in number order

Initiative Segment
In this Segment, HQs receive a small number of Initiative Command Points
and use them in the same way as in the Activation Segment. The minimum
number of Commands for a unit drawing Initiative Commands, after modifiers,
is zero.
CO HQ Impulse (if not Activated in the Activation Segment)
Use the following procedure:
● If you did not Activate the CO HQ in the preceding segment,
flip the CO HQ Command marker to its Commands Available
side and draw an Action card. Give the Co HQ the number of
commands equal to the modified (4.1.2) Initiative Commands
number (the smaller number, in the US Star symbol) on the
Action card. Mark these on the Command Display with the CO
HQ Command Counter.

● Subject to the limitations in 4.1.3, CO HQ Commands


(including previously saved Commands) may be expended on
orders to itself or any friendly subordinate units in play and in
communication, or they may be saved.

● After you have finished spending the CO HQ’s Commands, flip


its Command Marker to its Activation Complete side.

PLT HQ Impulse (if not Activated in the Activation Segment)


Use the following procedure:
● Flip the Command markers of any PLT HQs that were not
Activated in the Activation Segment to their Commands
Available side.

● Select a PLT HQ which was not Activated in the Activation


Segment and draw an Action card for it giving it a number of
commands equal to the modified (4.1.2) Initiative Commands
number. Modifiers may reduce the number of Commands
given to zero. Mark these on the Command Display with the
Command Counter for that PLT HQ.

● Subject to the limitations in 4.1.3, PLT HQ Commands


(including saved Commands) may be expended on orders to
itself or any friendly subordinate units in play and in
communication, or they may be saved.

● After you have finished spending Commands from the selected


PLT HQ or CO Staff, flip its Command counter to its Activation
Complete side, select the next HQ, and repeat the process.

CO Staff Impulse (if not Activated in the Activation Segment)


Use the following procedure:

● Flip the Command markers of any CO Staff that were not


Activated in the Activation Segment to their Commands
Available side.

● Select a CO Staff which was not Activated in the Activation


Segment and give it one Command. This number is not
modified. Mark the point on the Command Display with the
Command Counter for the CO Staff.

● Subject to the limitations in 4.1.3, CO Staff Commands


(including saved Commands) may be expended on orders to
itself or on any friendly subordinate units in play and in
communication, or they may be saved.

● After you have finished spending Commands from the selected


CO Staff, flip its Command counter to its Activation Complete
side, select the next CO Staff, and repeat the process.

General Initiative Impulse


In this Impulse a few additional command points are made available
for the company to spend on orders to any units in play, including
those which were Activated in the Activation Segment.

Use the following procedure:


● Draw an Action card. The number in the star icon is the
number of available General Initiative Commands. If the
mission is a Combat Patrol, halve this number, rounding down
any fractions. No other modifiers affect this draw.
● Expend the commands on orders to any units in play. Besides
the exceptions listed in 4.1.3, you do not need an HQ or Staff
unit to issue these Commands. Being in communication with
an HQ is also not required.
General Initiative Commands cannot be saved.

4.1.2 Modifications to the Command Draw


When drawing for Commands, whether in the Activation Segment or the Initiative
Segment (but never in the CO Staff Initiative Impulse or General Initiative Impulse),
modify the number on the Action card as follows:

A. If the HQ or Staff is
• Pinned: –1
• Green: –1
• Veteran: +1
• Under a Cover marker (basic cover, fortifications or buildings): +1

B. If the HQ or Staff are under a VOF:


• Small Arms (S) VOF: –1
• Automatic Weapons (A) VOF: –2
• Heavy Weapons (H), Sniper (S!)*, Grenade Attack (G!), Incoming! Or Air
Strike! VOF: –3

C. The Current Activity Level is No Contact: +1

*Note that HQs on a card targeted by a Sniper will suffer the command draw penalty
regardless of the Sniper’s actual target unit in the previous turn (7.15)

4.1.3 Command Limitations


During a daytime mission the maximum number of Commands that any HQ or Staff
can expend in one Impulse is six. In any mission with Limited Visibility (see chapter
9) the maximum is four. These are noted on the Command Display track.

HQs and Staff may save Commands for later use based on their Experience Level,
as follows:
● Green: Three for Daytime and two for Limited Visibility
● Line: Six for Daytime and four for Limited Visibility
● Veteran: Nine for Daytime and six for Limited Visibility

There are some actions that always require an HQ/Staff to be the Originator, even if
attempted under General Initiative. These are:
● Exhort (4.2.1b)
● Reconstitute a Platoon HQ (4.2.1d)
● Reconstitute the CO HQ (4.2.1e)
● Creating/Dispatching/Dismissing a Runner (4.2.1f,g,h)
● Designating a New Tactical Control (4.2.1l)
● Attempt to Reconstitute a Squad (4.2.3i)
● Fire FPF or FPL (4.2.4m)

Example:
Activation Segment - CO HQ Impulse.
The CO HQ was Activated in the previous Impulse by the BN HQ. An Action card is
Drawn, it shows 4/2 for commands, so the CO HQ receives four Commands because
it is Activated (it uses the left most number—inside the helmet illustration). Note that
if the HQ had an Experience Level of “Green,” that “4” would be modified by –1, for a
result of “3.” This CO HQ has an experience level of Line so we get a final result of
“4.”

The CO HQ uses two of these


Commands to activate the 1st
PLT and 2nd PLT HQs and
decides to save the other two
Commands for a later turn. We
note the CO HQ’s two saved
commands with its marker on the
Command Display track.

4.1.4 HQ and Staff Fire Teams


All saved Commands for an HQ converted to a Litter Team, Paralyzed Team or
Casualty (6.3.3) are lost. An HQ or Staff flipped to its Fire Team side retains its saved
Commands but may only issue Commands to itself until it rallies back to its command
side. An HQ on its Fire Team side cannot be activated by a higher HQ—it must draw
for initiative.

Example: (The Sniper is spotted. 2nd PLT HQ and the US Weapons team have Field
Phones). 2nd PLT is activated and draws a card to determine its Commands. The
card shows 5/4. 2nd PLT HQ in this case is Veteran (+1 modifier to Commands), but
the card containing the HQ has a
Sniper VOF on it (–3 modifier to
Commands; 4.1.2A and B). Thus
2nd PLT HQ receives 3
Commands. It also has one
Command saved from a previous
turn, bringing 2nd PLT’s total
available to four. The Commands
are spent as follows:

1 One Command to order


1/2 into the Gully. Mark
1/2 Exposed and place a
PDF from the Gully
toward the Sniper. Since
the Sniper is receiving fire
from at least two cards,
also place a Crossfire
marker on the Sniper’s
card.

2 One Command to order


the Weapons team to
Seek Cover. The
Weapons team draws four
cards, one of which has
the word “Cover” at the
top. Place the Weapons team under a “+1 Cover” marker and mark it
Exposed.

3 Two Commands for a Platoon Move to move the HQ along with 2/2 and 3/2
into the Woods. Mark all moving units Exposed and place a PDF from the
Woods toward the Sniper. Leave the reciprocal PDF marker between the
Bocage/Hedgerow and the Village. The Fire Teams there will keep up their
fire.

[The Sniper will follow protocol and move away in the Enemy Activity Phase (8.8), but
2nd Platoon has put itself in position to possibly hem in the Sniper and catch him
before he exits. Note the difficulty 2nd PLT HQ will now have in controlling their units
since they are now spread out over three cards.]

4.2 Actions
The complete range of possible Actions is broken into four classes. This is for ease of
reference only. Not all units can perform all Actions; the limitations are noted in the Action
Menu. Specific Limitations for LATs can be found in 4.2.5. The Actions are listed by name,
cost in Commands, the type of Command (automatic or attempt required), Originator (the
unit whose Command must be spent), permissible Recipient units, and the specific details.

A unit may perform more than one Action in a given Impulse, but it may never perform the
same Action more than once in an Impulse except for “Move within a card” (4.2.2f). For
instance, a unit could be ordered to Repair a Cut Phone Line and Create a Runner in the
same Impulse, but could not Create a Runner another time in that same Impulse.

An Action can either be automatic or it may require an attempt.


● Automatic Actions are carried out after you spend the Command. You do not need to
draw an Action card.

● For an attempted Action, you must first draw a number of Action cards. For all Action
attempts except Seek Cover and Call for Fire, the base draw is two Action cards. The
number of cards drawn for Seeking Cover is printed on the Terrain card itself (5.2.4).
The number to draw to Call for Fire is noted in the mission instructions. Modify the
number of cards to draw based on the attempting unit’s Experience Level.

● For a Spotting attempt, modify the base of 2 cards by items in the Spotting Modifiers
Chart.

Each action requires the drawing of a certain icon on the Action Cards to be deemed
successful. For example, an Attempt to Concentrate Fire requires the drawing of a card with
a Crosshairs icon. (See the individual cases on the Action charts).

When attempting Actions:


● For Movement or Combat Actions, the card draw is modified by the experience of the
Recipient (the unit attempting the action).
● For Rally Actions, the card draw is modified by the Originator (the HQ or Staff who
gave the order).
● When ordering itself to give commands (HQ spending its own points on itself, general
initiative, etc,) a unit is both Recipient and Originator and its own experience level
therefore applies.
● Command & Control Actions are always Automatic.

Notes on Action Charts:


1. By itself, “card” refers to a Terrain card. Any reference to an Action card uses the
full name.
2. When executing a Platoon Action, count the PLT HQ as a unit in the Platoon and
draw cards using the Experience Level of each individual unit making the attempt
(i.e. The PLT HQ could be Green, and 1st Squad Veteran with each making the
attempt individually, the PLT HQ drawing 1 card and 1st Squad drawing 3).
Action Menus
The number of cards drawn is modified by +1 for Veteran and –1 for Green based on the
Recipient experience for Movement and Combat actions, and Originator experience for Rally
actions. All Command & Control Actions are automatic; they require no Action Card draws.

4.2.1 Command & Control Actions


Action Name Cost Draw Originator Recipient Details

a. Activate a 1 Auto CO HQ, BN CO HQ: Any Both the Originator and the Recipient
subordinate HQ subordinate HQ must be on their command sides
HQ or Staff or Staff (1.2.3B, 3.3.1). Only the BN HQ can
BN HQ: CO HQ activate the CO HQ. Only the CO HQ
only can activate PLT HQs or CO Staff.

b. Exhort1 1 Auto Any HQ or Any You can declare this action once for any
Staff subordinate failed attempt (including a Visual-Verbal
unit Remove Pinned Marker attempt). Draw
one more Action card.

c. Deploy 1 Auto Any HQ or Any Good Take the asset from Command Display
Pyrotechnic Staff Order unit with or from under a unit stacked with it and
a pyrotechnic flip it to its deployed side on the same
asset card (or adjacent card for flares) as the
unit deploying it. If there is an action
associated with that device on the
Mission Log, then perform or attempt all
triggered actions (4.3.6 and 8.2).

d. 1 Auto CO HQ or CO CO Staff or Any Reduce the Recipient by one Step or


Reconstitute Staff Good Order unit remove the CO Staff unit, and place the
a PLT HQ1 from that PLT HQ back into play on that card at a
platoon Green Experience Level (6.5.2).

e. 1 Auto BN HQ or Eligible HQ or You may reconstitute the CO HQ only


Reconstitute CO Staff Staff from one of the following units in the
the CO HQ1 following order of precedence if that unit
is still in play and on its command side:
XO, any Platoon HQ, Arty FO, 1st
Sergeant then CO GySgt (6.5.2).

f. Create a 1 Auto CO HQ Any Good Reduce the Recipient by one Step and
Runner1 Order unit, place a Runner in the CO HQ Assets
Assault Team, box on the command display. You can
or Fire Team have no more than two Runners in play
at any given time (4.3.2).

g. Dispatch a 1 Auto CO HQ A Good Order Place a Runner on the map on a card


Runner1 Runner unit with any PLT HQ or CO Staff unit on the
map that you want to activate next turn.
Mark the Runner as Exposed (4.3.2).

h. Dismiss a 1 Auto CO HQ A Good Order Remove the Runner from play and add
Runner1 Runner unit a Step to a Good Order unit that can
absorb at least one Step and that is
located on the same card as the CO
HQ (4.3.2).

i. Activate a 1 Auto Any HQ or Any Mark the unit as Activated. During the
unit for the Staff vehicle or AT Combat & Vehicle Movement Phase
AT Combat & Unpinned you may have the unit take Vehicle
Vehicle AT-capable Actions (AT Fire, Vehicle movement,
Movement infantry unit etc). (9.5).
Phase

j. Switch 1 Auto Any HQ or A unit with a Replace the same kind of radio or
Radio/Phone Staff radio or phone phone with one that has been removed
to a Different from play. For example, if the SCR300
Network BN TAC radio has been destroyed, you
can switch the SCR300 Mtr FD net with
the SCR300 BN TAC net (4.3.4 and
4.3.5).

k. Repair a 1 Auto Any HQ or A Good Order Flip the Phone Line marker back to its
Cut Staff on the unit on the normal side (4.3.4).
Phone Line same card as same card as a
the cut line Cut Phone Line

l. Designate 1 Auto CO HQ or CO The HQ itself Place a new tactical control measure on


a New Staff (or the same card as the HQ that expends
Tactical PLT HQ the command (see 5.1.7 for Casualty
Control1 on a Patrol Collection Point and MEDEVAC LZ; see
Mission; 11.1.4 for Landing Zones).
4.1.3)
1
Requires Originator HQ to carry out in General Initiative

4.2.2 Movement Actions (Use Recipient experience for command draw modifier)
Name Cost Draw Originator Recipient Details

a. Move to 1 Auto Any HQ or Any Good Move the unit to an adjacent card and
an Adjacent Staff Order unit1 not mark it as Exposed. If there is a Cover
Card marked as marker on that card, you may place
Exposed the unit under that Cover marker. Do
not mark a unit as Exposed if it moves
from under a Trench, Bunker, or Pillbox
Cover marker on the first card to under
one of those Cover markers on the
second card or moves between
Attached Buildings on an Urban Terrain
Card (see 5.1.2; see 13.7 for Urban
Terrain).

b. Move a 2 Auto PLT HQ All Good Order Have each unit in the platoon perform a
Platoon to units of that Move to an Adjacent Card action
an Adjacent platoon on the (5.1.2). All units move to the same card.
Card same card that (Units on the card who are out of
are not marked communication with the Originator
as Exposed remain in place).

c. Attempt 1 2 (+/-) Any HQ or Any Good Either the origin card or the intended
to Infiltrate Staff Order unit1 not destination card must have a VOF
an Adjacent marked as marker on it in order to use this
Card Exposed, and Action. Draw Action cards and check
that does not for the Infiltrate icon. If it is present, then
have an A & an the attempt succeeds; move the unit to
arrow symbol or the adjacent card but do not mark it as
an H VOF Exposed. If there is cover on that card,
rating you may place the unit under a Cover
marker. If the attempt fails, perform a
regular Move to an Adjacent card action
to the original intended destination card
(5.1.4).

d. Attempt 2 2 (+/-) PLT HQ All Good Order Have each unit in the platoon perform
to have a units of that an Attempt to Infiltrate an Adjacent card
Platoon platoon on the action (5.1.4). All units move to the
Infiltrate an same card that same card.
Adjacent are not marked (Units on the card who are out of
Card as Exposed communication with the Originator
and that do not remain in place).
have an A & an
arrow symbol or
an H VOF
rating

e. Attempt 1 Cover Any HQ or Any Good Draw Action cards equal to the Cover
to Seek # (+/-) Staff Order unit1 not Draw number on the unit’s card and
Cover under a Cover check for the text saying Cover. If it is
marker and the present, then the attempt succeeds;
card has not place the unit under a new Cover
reached its marker and mark it as Exposed. If the
Cover Potential attempt fails, do nothing (5.1.1).

f. Move 1 Auto Any HQ or Any Good Place the unit in the desired location
within a card Staff Order unit1 (under a Cover marker, out-of-cover, a
separate area of an Urban Combat
card, etc) and mark it as Exposed
(5.1.1).

g. Attempt 1 2 (+/-) Any HQ or Any Good Requires a VOF marker on the card.
to Infiltrate Staff Order Draw Action cards and check for the
within a card unit1 not Infiltrate icon. If the icon is present, then
marked as the attempt succeeds; place the unit in
Exposed and the desired location (under a Cover
that does not marker, out-of-cover area, etc). If the
have an A & an attempt fails, perform a regular Move
arrow symbol or Within a Card Action. (Cannot be used
an H VOF to move within Urban Combat cards).
rating. (5.1.4).

h. Pick 1 Auto Any HQ or Any Good Have the unit pick up items from the
up, load, Staff Order unit1 card or from a different unit, or have a
unload, vehicle unit load or unload ammunition
embark or casualties, or have an infantry unit
embark a vehicle. Mark any infantry
units involved Exposed. (5.1.6).
A Vehicle can also be given a single
order to embark all infantry, casualties
and items on a card.
Note: Dropping items can be carried out
without an action (5.1.6B) and
Disembarking is carried out as part of
Vehicle Actions (10.2.2).
1
Applies to LAT in certain cases (4.2.5).

4.2.3 Rally Actions (Use Originator experience for command draw modifier)
Name Cost Draw Originator Recipient Details

a. Attempt to 1 2 Any HQ or Any unit under If the Recipient’s card has any VOF
Remove a (+/–), Staff a Pinned marker on it, draw Action cards and
Pinned Auto marker check for the Rally icon. If the icon is
marker if no present, then the attempt succeeds;
VOF remove the Pinned marker. If the
attempt fails, do nothing. If there is no
VOF marker on the card then the action
is automatically successful (6.5.1).
b. Attempt 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
to Convert a (+/–), Staff Paralyzed marker on it, draw Action cards and
Paralyzed Auto Team check for the Rally icon. If the icon is
Team to a if no present, then the attempt succeeds;
Litter Team VOF exchange the Paralyzed Team for a
Litter Team. If the attempt fails, do
nothing. If there is no VOF marker on
the card then the action is automatically
successful (6.5.1).

c. Attempt to 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
Convert a (+/–), Staff Litter Team marker on it, draw Action cards and
Litter Team to Auto check for the Rally icon. If the icon is
a Fire Team if no present, then the attempt succeeds;
VOF exchange the Litter Team for a Fire
Team. If the attempt fails, do nothing. If
there is no VOF marker on the card then
the action is automatically successful
(6.5.1).

d. Attempt to 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
Convert a Fire (+/–), Staff Fire Team marker on it, draw Action cards and
Team to an Auto check for the Rally icon. If the icon is
Assault if no present, then the attempt succeeds;
Team VOF exchange the Fire Team for an Assault
Team. If the attempt fails, do nothing. If
there is no VOF marker on the card then
the action is automatically successful
(6.5.1).

e. Convert an 1 Auto Any HQ or Any unpinned Replace the Assault Team with a Fire
Assault Team Staff Assault Team Team.
to a Fire Team

f. Attempt to 1 2 Any HQ or The HQ or If the Recipient’s card has any VOF


Flip a unit with (+/–), Staff Staff itself, or marker on it, draw Action cards and
a Fire Team Auto any unpinned check for the Rally icon. If the icon is
Side to Front* if no Fire Team with present, then the attempt succeeds; flip
VOF a Weapons the Fire Team side back to its Good
Team, FO, or Order side. If the attempt fails, do
HQ on its Good nothing. If there is no VOF marker on
Order side the card then the action is automatically
successful (6.5.1).

g. Detach 1 Auto Any HQ or Any Good Reduce the squad by a step and place
Team Staff Order 3-4 Step either an Assault or Fire Team into play
squad on the card.

h. Supplement 1 Auto Any HQ or Any Good Remove the Team from play and add the
Squad Staff Order 2-3 Step step to the squad.
squad and
an unpinned
Fire or Assault
Team

i. Attempt to 1 2 Any HQ or 2 to 4 unpinned Draw Action cards and check for the
Reconstitute (+/–) Staff Assault or Fire Rally icon. If the icon is present, then the
Squad1 Teams attempt succeeds; remove the 2 to 4
Teams and replace them with a squad
with an equal number of steps that has
previously been removed from play. If
the attempt fails, do nothing (6.5.2).

j. Flip a unit 1 Auto Any HQ or Any Good Flip the unit from its Good Order side to
with a Fire Staff Order unit with its Fire Team side.
Team Side to a Fire Team
its Fire Team side
side
1
Requires Originator HQ to carry out in General Initiative

4.2.4 Combat Actions (Use Recipient experience for command draw modifier)
Name Cost Draw Originator Recipient Details

a. Attempt to 1 2 Any HQ Any Good Draw Action cards, modified by the


Spot or Staff Order unit2 Spotting modifiers on the Spotting
with LOS to an Attempts Draw Modifiers Chart, and
Unspotted check for the Crosshairs icon. If the icon
enemy is present, then the attempt succeeds;
remove any PC “?” marker being used
to indicate an unspotted unit. If the
attempt fails, do nothing (8.5).

b. Attempt to 1 2 (+/-) Any HQ Any Good Select either a stack of units under a
Concentrate or Staff Order unit2 cover marker or one random unit out of
Fire projecting an cover as the target.
S, A, A/S, or H Draw Action cards and check for the
VOF onto a Crosshairs icon. If the icon is present,
card with then the attempt succeeds; place a
Spotted enemy Concentrated Fire marker on the target
units unit. If the unit tracks ammo, it expends
2 instead of 1 ammo point. If the attempt
fails, do nothing (7.11).

c. Attempt to 2 2 (+/-) Plt HQ All Good Order Select either a stack of units under a
have a units of that cover marker or the “out of cover” area
Platoon platoon on the as the target. Have each unit make an
Concentrate same card Attempt to Concentrate Fire on the
Fire who are target. Each attempt in the “out of cover”
projecting an area is placed on one random unit
S, A, A/S, or H (7.11).
VOF onto a
card with
spotted enemy
units

d. Attempt to 1 2 (+/-) Any HQ Any Good Select either a stack of units under a
make a or Staff Order unit2 cover marker or a single unit out of
Grenade cover as the target. Draw Action cards
Attack and check for the Grenade icon. If the
icon is present, then the attempt
succeeds; place a Grenade Attack VOF
marker on the target.
If the attempt fails, place a Grenade
Miss Modifier on the card.
Some enemy units may make a free
Grenade Attack in response (7.10).

e. Attempt 1 2 (+/-) Any HQ Any demo Draw Action Cards and check for the
to Throw a or Staff capable unit Grenade icon. If the icon is present,
Demolition with a then the attempt succeeds; place a
Charge demolition Demo Attack VOF marker on the target.
charge. If the attempt fails, place a Demo Miss
Modifier on the card (7.1.2).

f. Place a 1 Auto Any HQ Any demo Place a Demo Attack VOF marker on
Demolition or Staff capable the target (7.13).
Charge unit with a
demolition
charge not
under a VOF.

g. 1 Auto Any HQ Any unit with a Place a Flame Attack VOF marker on
Flamethrower or Staff flamethrower the target (7.14).
Attack

h. Attempt to 2 2 (+/-) Plt HQ All Good Order Select a single unit out of cover or one
have a units of that stack of units under a cover marker as
platoon platoon on the the target. Have each unit carry out an
make a same card Attempt to make a Grenade Attack on
Grenade the target.
Attack

i. Attempt to 1 Per Any HQ Any eligible Draw a number of Action cards per the
Call for Fire mission or Staff observer per Mission Instructions (modified by
from an instructio Mission experience) and check for the Burst icon
ns
Off-Map Instructions (Draw an extra Action card if the fire is
(+/-)
Firing agency Registered according to 7.16.5). If the
(Includes Air icon is present and the Call for Fire
Strikes and prerequisites are met (7.16.1), then the
Attack attempt succeeds; expend an available
Helicopters) Fire Mission on the Mission Log and
place a Pending Fire Mission marker on
the target card (7.16).

j. Call for Fire 1 Auto Any HQ Any On-Map Place the appropriate VOF marker on
from an On- or Staff Mortar unit any spotted enemy card in the
Map Mortar Originator’s LOS and in range of the
firing mortar. The firing mortar unit must
have at least two Steps. The mortar unit
expends ammo (7.3.2).

k. Cease Fire 1 Auto Any HQ Any unit in Remove the VOF/PDF generated by all
or Staff communication occupants of the card. This order is
exerting a VOF passed on and carried out by all units
regardless of on the card whether they are in
the chain of communication or not. Note that units
command. will immediately open fire automatically
on enemies in LOS. (6.3.3).

l. Shift Fire 1 Auto Any HQ Any unit in Move the VOF/PDF in any desired
or Staff communication direction, engaging any other card
exerting a VOF in the Originator’s LOS, including an
regardless of unoccupied card (but not one with
the chain of Unspotted opposing units). This order is
command. passed on and carried out by all units
on the card whether they are in
communication or not (6.1).

m. Fire FPF/ 1 Auto CO HQ FPL: Good For an FPF, place a Pending Fire
FPL1 order unit with Mission marker on the FPF marker’s
FPL marker. card (7.16.2D). For an FPL, place a
Heavy Weapons VOF marker along all
FPF: Self cards in LOS in the direction shown by
the arrow on the FPL marker (7.2.4).
1
Requires Originator HQ to carry out in General Initiative
2
Applies to LAT in certain cases (4.2.5).

4.2.5 Pinned and LAT limitations


Units that are not pinned and not LAT units are considered to be in “Good Order.” You may
only perform or attempt to perform a limited set of Actions with Pinned and LAT units. These
are also summarized on the LAT Limitations Chart (Charts & Table Player Aid).

There are no restrictions on Command & Control Actions except where the Action Menu
states a Good Order unit is required as Recipient. Although a means of communication is
required for Pinned units to give and receive orders (4.3).

Note that any LAT restrictions apply equally to friendly and enemy units. Also be aware that
the Automatic Retreat movement of Paralyzed Teams and Litter Teams (3.5) is not affected
by these limitations.

Pinned
(This state takes precedence over any other LAT limitations listed below.)
• If the unit has a Basic VOF rating (S, A or H) it is reduced to Pinned (+2).
• Apply a +1 Net Combat Modifier when receiving fire (as shown on the
marker)
・Pinned units are not able to use Visual-Verbal communication (4.3.1)
Movement Actions (4.2.2) Allowed:
a. Move to an Adjacent card, but only if that card is a Staging Area or
is friendly occupied with no VOF on it*
e. Attempt to Seek Cover
f. Move within a card
Rally Actions (4.2.3) Allowed:
a. Attempt to Remove a Pinned marker
Combat Actions (4.2.4) Allowed:
None (but Cease Fire and Shift Fire orders given to a unit on the same
card is assumed to reach them)

Assault Team (Experience Level: Line)


Movement Actions (4.2.2) Allowed:
a. Move to an Adjacent card
c. Attempt to Infiltrate an Adjacent card
e. Attempt to Seek Cover
f. Move within a Card
g. Attempt to Infiltrate to or from Cover
h. Pick up, Load, Unload, Embark
Rally Actions (4.2.3) Allowed:
e. Convert an Assault Team to a Fire Team
h. Supplement Squad
i. Attempt to Reconstitute Squad
Combat Actions (4.2.4) Allowed:
a. Attempt to Spot
b. Attempt to Concentrate Fire
d. Attempt to Make a Grenade Attack
k. Cease Fire
l. Shift Fire

Fire Team (Experience Level: Green)


Movement Actions (4.2.2) Allowed:
a. Move to an Adjacent card, but only if that card is a Staging Area or
is Friendly-Occupied with no VOF on it. (So you cannot use your Fire
Teams to scout into cards with PC markers on them)
c. Attempt to Infiltrate an Adjacent card, but only if friendly occupied
with no VOF on it.
e. Attempt to Seek Cover
f. Move within a Card
g. Attempt to Infiltrate within a Card
h. Pick up, Load, Unload, Embark
Rally Actions (4.2.3) Allowed:
d. Attempt to Convert a Fire Team to an Assault Team
h. Supplement Squad
i. Attempt to Reconstitute Squad
Combat Actions (4.2.4) Allowed:
a. Attempt to Spot
b. Attempt to Concentrate Fire
d. Attempt to Make a Grenade Attack
k. Cease Fire
l. Shift Fire

Litter Team (Experience Level: Green)


Movement Actions (4.2.2) Allowed:
a. Move to the Staging Area or an Adjacent card, but only if that card
is friendly occupied with no VOF on it.
c. Attempt to Infiltrate an Adjacent card, but only if that card is friendly
occupied with no VOF on it.
e. Attempt to Seek Cover
f. Move within a Card
g. Attempt to Infiltrate within a Card
h. Pick up, Load, Unload, Embark
Rally Actions (4.2.3) Allowed:
c. Attempt to Convert a Litter Team to a Fire Team
Combat Actions (4.2.4) Allowed:
None

Paralyzed Team (Experience Level: Green)


Movement Actions (4.2.2) Allowed:
a. Move to the Staging Area or an Adjacent card, but only if that card
is friendly occupied with no VOF on it*
Rally Actions (4.2.3) Allowed:
b. Attempt to Convert a Paralyzed Team to a Litter Team
Combat Actions (4.2.4) Allowed:
None

*Note: Pinned Units and Paralyzed Teams must drop any assets or casualties they
are carrying before they are able to move to an Adjacent card (see chapter 5 on
assets).

4.3 Communication
To order a unit to perform an Action, the Originator (the ordering HQ or Staff) must be able to
communicate with the Recipient unit.

4.3.1 Visual-Verbal
This is the basic method of communication and includes talking, shouting, and hand
and arm signals.
In order to be in Visual-Verbal communication, both units must be unpinned and both
must be in the same area of a card. For example:
● Both are under the same Cover marker
● Both are in the out-of-cover area
● Both are in the same Building Area of an Urban Terrain Card (chapter 13)

Exception #1: When Cease Fire (4.2.4.k) and Shift Fire (4.2.4.l) orders are given to
a unit, the order will be passed on to all occupants of a card (including Pinned units)
regardless of whether they are in Visual-Verbal communication or not
Exception #2: Pinned units can always receive a Visual-Verbal Rally order (including
a subsequent Exhort order).

4.3.2 Runners
Runners allow the CO HQ to Activate its subordinate HQs and Staff on the following
turn (if the Runner is not hit or Pinned in the intervening Combat Phase). Runners do
not begin on the map; place them in the CO HQ Assets box on the Command
Display. They move automatically with the CO HQ and can be dispatched and
dismissed with the corresponding Actions ordered by the CO HQ (4.2.1g, 4.2.1h).
Campaign instructions will note if a company begins with Runners. If not they can be
created from existing units (4.2.1f). You can have two Runners in play at any given
time.

Activating HQs and Staff with Runners


● Have the CO HQ spend a Command to Dispatch a Runner (4.2.1g) if
there is one available, and place the Runner next to the PLT HQ or
Staff you wish to activate next turn. Mark the Runner Exposed.
● If the Runner is not Hit or Pinned in the Combat Effects Segment, then
the following turn, so long as the PLT HQ or Staff are still present and
not on their Fire Team side, the PLT HQ or Staff is Activated and the
Runner returns automatically to the CO HQ box on the Command
Display.
● Runners who were unable to deliver orders due to being Pinned or
because the HQ is no longer on the same card as the Runner, return
to the CO HQ Box on the Command display in the first CO HQ
Impulse that they are in Good Order.

This was the primary method of command and control prior to the widespread usage
of the radios at the company and platoon level.

4.3.3 Networks
To facilitate command and control, Radios and Field Telephone (RT) networks are
established and maintained. The mission instructions will state whether phones,
radios or both are available. For missions which allow both, choose which you want
to use for each Network. Some Networks can use phones while others use radios in
the same mission, but a single Network must use either phones or radios, not a mix.

RTs communicate only on assigned networks. Each phone and radio counter shows
the network to which it belongs. You can have units exchange lost or destroyed RTs
with RTs of the same type from a different network at the cost of one Command each
(4.2.1.j).
The organization of the RT networks depends on the purpose of the communication,
as follows:

1) CO TAC (Company Tactical Network): This is used for tactical control of


the company, and allows the Company HQ to communicate with its Staff and
Platoon leaders. The CO HQ’s RT is the hub of the CO TAC net. RTs used by
PLT HQs, Staff and other units must connect to the CO HQ’s RT to
communicate on the CO TAC Net. CO TAC phone lines do not need to
connect to the Staging area.

FOs and regimental Staff may not communicate on this network. The
Battalion Staff may use the CO TAC Net if located with the CO HQ.

2) BN TAC (Battalion Tactical Network): This is used for command and


control of the Battalion, and it allows the Battalion HQ to communicate with its
Staff and CO HQs. Only the CO HQ and the BN HQ (and the BN’s Staff) may
communicate on this network. (Reminder: If the CO HQ is not in
communication with the BN HQ, the CO HQ cannot Activate.)
If the BN TAC is using phones, the CO HQ’s RT must connect to the Staging
Area to be able to communicate.

3) ARTY FD (Artillery Fire Direction Network): This is used for control of


artillery Fire Missions, and it allows the Arty FO to communicate with artillery
units that are providing fire support to the company. Only the Arty FO may
communicate on this network.
If the ARTY FD is using phones, the Arty FO’s RT must connect to the
Staging Area to be able to communicate.

4) MTR FD (Mortar Fire Direction Network): This is used for control of


mortar Fire Missions, and it allows the Mtr FO to communicate with off-map
mortar units that are providing fire support to the company. Only the Mtr FO
may communicate on this network.
If the MTR FD is using phones, the Mtr FO’s RT must connect to the Staging
Area to be able to communicate.

5) AIR CTL (Air Support Control Network): This is used for control of air
support missions, and it allows an FAC to communicate with aircraft providing
fire support to the company. Only the FAC may communicate on this network.
If the AIR CTL is using phones, the FAC’s RT must connect to the Staging
Area to be able to communicate.

4.3.4 Field Telephones


Field telephones enable communication between units out of Visual-Verbal
communication. That is, units on other cards or off-map, units in different areas
(different Cover markers) of the same card and Pinned units.

The following rules apply to field telephones and phone lines.

● Connecting Phone Lines


Field telephones must connect via an unbroken string of Phone Line markers
or other phones (the field phone counter itself acts as a phone line). Any
number of phone networks may be supported by a given Phone Line marker.

The CO HQ’s phone must be part of the connection for the CO TAC Network
to function. Other Networks must connect to the Staging area. The number of
phone Line markers available (if any) is listed in the TO&E for the campaign.
During a mission, units assigned Phone Lines may lay down one Phone Line
marker per card. This does not require an Action and occurs automatically
when a laying unit leaves a card.

● Combat Damage to Phone Lines


During the Combat Effects Phase if a card contains both Incoming! or Air
Strike! VOF and a Phone Line marker, draw a random number. There is a
1-in-2 chance of cut phone lines. If the phone line is cut, flip the counter to its
cut side. You may not use a cut phone line for communication. You can
restore a cut Phone Line by performing an Action to do so (4.2.1.k) in the
Command Phase.

If a Phone Line marker is on a card with a Good Order enemy unit but no
Good Order friendly unit, there is a 2-in-3 chance that the enemy will discover
the line and cut it during the Combat Effects Phase.

● Combat Damage to Field Phones


If the last or only step of a unit with a phone becomes a Casualty, there is a
1-in-2 chance that its phone will be destroyed. Remove destroyed phones
from play. If the phone is not destroyed, place it on the map. You can have
another unit pick it up and use it if commanded to do so (4.2.2h).

4.3.5 Radios
Radios enable communication between units out of Visual-Verbal communication.
That is, units on other cards or off-map, units in different areas of the same card (e.g.
under different Cover markers) and Pinned units.

The Mission Instructions dictate the available types of radios. Put radios in the
appropriate boxes of the Command Display.
Radio technology determines the effectiveness of the radio. The following types are
used in various eras:

A. Early Handheld Radios (e.g. SCR536)


Because of its limited broadcast strength, radios such as the SCR-536 allow
radio communication only within Line of Sight (as if Daylight, and ignoring
smoke). Early Handheld Radios do not work from under Cover markers.

B. Man pack, VHF-FM Radios (e.g. SCR300, PRC25, PRC77, PRC119),


and Vehicle Radios
These can communicate anywhere on or off the map, with other radios in the
same network, unless the mission instructions indicate otherwise. (Some
campaign-specific terrain is more drastic and interferes with radio traffic.)

C. Advanced Handheld Radios (e.g. ICOM, PRR, PRC148, PRC152)


When these squad radios are in use, not only are the PLT HQs in
communication with the CO HQ, the squads are in communication with their
PLT HQ throughout the same and adjacent cards.

● Combat Damage to Radios


If the last or only step of a unit with a radio becomes a casualty, there is a
1-in-2 chance that its radio will be destroyed. If the radio is destroyed; remove
it from play, otherwise place the Radio marker on the map. You can have
another unit pick it up and use it if commanded to do so (4.2.2h).

Example: CO TAC Net using Field Phones


Field phones must be connected by phone lines. Each phone marker also
represents a phone line, and the Staging Area includes integrated phone
lines.
Phone Network A shows 4 units in communication with the CO HQ. All units
are in communication due to the network of phones, placed phone lines and
the integrated Staging Area phone lines.

Phone Network B shows 4 units in communication with the CO HQ. The CO


HQ is the hub of the CO TAC Network and as such, no connection to the
Staging Area is necessary.

Example: CO TAC Net using SCR536 Radios


SCR536 radios require LOS to operate and do not work at all while under a
cover marker. As such elevation, terrain LOS borders, and cover must be
taken into account when determining if units are in communication. In the
diagram below, stacked cards indicate hills and Black borders indicate dark
terrain borders.

Radio Network A shows 4 units in communication with the CO HQ and 3 out


of communication units. There is LOS from the Staging Area to the map, so
communication with the SCR536 is possible. The CO HQ is the hub of the CO
TAC Network and as such units without LOS to the CO HQ may not
communicate with one another.

Phone Network B shows 3 units in communication with the CO HQ and 1 out


of communication. There is LOS to the hill at the top left of the map, so
communication with the SCR536 is possible. The CO HQ is the hub of the CO
TAC Network and as such, no connection to the Staging Area is necessary.
4.3.6 Pyrotechnics
Pyrotechnic devices have three basic purposes: Signaling, Illuminating, and
Concealment. The Action of deploying a Pyrotechnic device (4.2.1c) is the same
regardless of the purpose for which it is being used. Aerial rocket devices, such as
colored flares and illumination, may be placed on the same card as, or any card
adjacent to, the unit deploying them. Non-aerial devices can only be placed on the
same card as the deploying unit. (Although Urban Combat allows for some
exceptions, see 13.9)

Signaling devices are either colored smoke or colored flares. Check the TO&E for
each campaign to see what Pyrotechnic devices are assigned to your company.
Then assign specific Actions from the menu below to each color and type of device,
noting the relationship on the Mission Log. All units with a clear LOS to the signal will
perform or attempt to perform the particular Action as soon as the Pyrotechnic is
activated.

You can use a Pyrotechnic to initiate the Actions listed on the following
chart, assuming these criteria are met:
1) The unit with the device must be the one ordered to Deploy the
Pyrotechnic.
2) Only one Action can be associated with the device.
3) The prerequisites for performing that associated Action are met (e.g.,
each unit has the necessary LOS to the device, is in the required
state, etc.)

The chart lists the Actions by mission type (Offensive, Defensive, or Combat
Patrol) and the shorthand to put on the mission log. You can save setup time
at the beginning of each mission by making a Standard Operation Procedure
(SOP) at the start of the campaign to use each time.
Offensive Mission Pyrotechnic Signal Options
Command Mission Log Entry

Cease Fire CF

Shift Fire SF

If Adjacent to PL#, move across that PL XPL#

If Adjacent to Primary Objective, move to it M2PO

Infiltrate from Attack Position to Primary Objective InfAP2PO

If Adjacent to Secondary Objective, move to it M2SO

Infiltrate from Attack Position to Secondary Objective InfAP2SO

If Adjacent to signal, move to it M2S

Defensive Mission Pyrotechnic Signal Options


Command Mission Log Entry

Cease Fire CF

Shift Fire SF

Fire the Final Protective Fires (FPF)* FPF

Fire the Final Protective Line (FPL)* FPL

If Adjacent to signal, move to it M2S


* Note however that only the CO HQ may order FPL or FPF, this includes the
use of pyrotechnics to do so.

Patrol Mission Pyrotechnic Signal Options


Command Mission Log Entry

Cease Fire CF

Shift Fire SF

If Adjacent to Route Point #, move to it M2RP#

If Adjacent Primary Objective, move to it M2PO

If Adjacent to signal, move to it M2S

General Pyrotechnic Options in Missions with Helicopters


or Air Strikes
Command Mission Log Entry

Mark Landing Zone LZ (colored smoke option only) LZ


Mark friendly positions (colored smoke or WP only) Mark

A. Colored Flares
Colored flares are visible from anywhere on the map regardless of LOS.
There are four types of colored flares available for signaling:
● Red Star Parachute (RSP)
● Green Star Parachute (GSP)
● Red Star Cluster (RSC)
● Green Star Cluster (GSC).

Design Note: While handheld illumination devices are in reality also flares,
they are not used for signaling but are used during night missions to mitigate
the effects of darkness on combat as described in chapter 9.

B. Colored Smoke (Non-aerial)


Colored smoke is for signaling only and has no screening effect on LOS or
combat. Colored smoke appears only at the level where it was placed (it does
not billow upwards to any significant degree), and units must be able to trace
a normal LOS to that level in order for it to be used as a signal. There are four
types of colored smoke available for signaling: Red, Green, Yellow, and
Purple. Colored smoke cannot be used for signaling during night missions
(Moon +2 or higher) but can be used during Limited Visibility caused by
weather.

C. Smoke (Non-aerial)
HC Smoke and WP smoke cannot be used for signaling. You can use either
to provide concealment. It is deployed like any other Pyrotechnic device. The
TO&E lists your available smoke devices for the Campaign.

HC smoke and WP smoke provide the defensive concealment printed on the


marker. Units in a card with smoke cannot fire out of the card, but can fire
within the card (5.3). Smoke blocks Line of Sight at all levels as it billows up in
significant quantity.

WP smoke has a combat effect as well as a screening effect. You can deploy
WP smoke like any other Pyrotechnic device, or you can deploy it during an
Attempt to Make a Grenade Attack Action. When part of a grenade attack,
conduct the attempt normally, but place the deployed WP marker in addition
to any results of the grenade attack.

WP Smoke may also appear as part of a Fire Mission for screening or as a


prerequisite to an air strike (7.16.2). WP Smoke may also be available as
ammunition for Tanks, Recoilless Rifles, or Rocket Launchers
per the mission instructions.

D. Tear Gas (CS, Non-aerial)


CS gas has a combat effect as well as a screening effect. Some units have
gas masks that negate the combat effect. The screening effect is identical to
Smoke. It cannot be used for signaling.
In the Enemy Activity Check Segment, all enemy units in a card with CS that
are Good Order units are immediately converted to Fire Teams. All units then
check to see if they fall back with 2-in-3 chance of falling back. Units that fall
back are marked Exposed and move to an adjacent card, with their first
priority being a card that is out of LOS of all US units. The next priority is the
card with the highest Cover & Concealment value. If more than one of the
allowable cards fits the priorities, determine the card randomly. Any units that
do not fall back are Pinned.

CS gas can be deployed by handheld pyrotechnics, like a Smoke or WP


Grenade. It may also be deployed with 40mm Grenades or a CS Projector.
The 40mm Grenades and CS Projector allow CS to be deployed at Close
Range. The 40mm Grenade can be used by any G! capable (40mm Grenade
Launcher equipped) US Squad. The CS Projector is an Asset that cannot be
fired from inside a building.
Fields of Fire v3.0 (draft) - Chapter 5

5.0 Movement, LOS & Terrain

5.1 Movement
You move your infantry units on the map in the Command Phase by having an
eligible HQ use its Commands to issue Move Action orders to them (4.2.2).
Physically move each unit as soon as the order is issued. The two basic forms of
movement for infantry are Movement within a card (5.1.1) and Movement to another
card (5.1.2).

Note: AT Guns are treated like “Infantry” units for most purposes but
many cannot Move. These are noted with an icon on the counter and on
the Vehicle and Anti-Tank Weapons Chart under the column “Mobile:
Yes/No”. Units noted as “Mobile: No” cannot Move/Infiltrate within a card
or to adjacent cards, or Seek cover.

5.1.1 Movement within a Card


Possible Movement Actions are 4.2.2e (Attempt to Seek Cover), 4.2.2f (Move
within a Card), and 4.2.2g (Attempt to Infiltrate Within a Card).

The rules for moving within a card are:

● Mark any unit that moves, unless it successfully infiltrates, with an


Exposed marker. (5.13)
● You may not have a unit under a Cover marker Attempt to Seek Cover
(4.2.2e). But you may move from one cover marker directly to another.
● So long as command points are available, a unit may use Move Within
a Card actions (4.2.2f) to move between areas within a single terrain
card an unlimited number of times in a given Command Impulse or
phase even if already marked Exposed.
● If multiple Trench, Bunker, or Pillbox markers exist in a given card, you
may move units between them without having to mark them as
Exposed.
● Pinned and LAT units may be limited in how and where they can move
(4.2.5).

5.1.2 Movement to Another Card


Movement is to an adjacent card, including diagonally. Possible Movement
Actions are 4.2.2a (Move to an Adjacent Card), b (Move Platoon to an
Adjacent Card), c (Attempt to Infiltrate to an Adjacent Card), and d (Attempt to
have a Platoon Infiltrate to an Adjacent Card).

The rules for moving to another card are:

● Mark any unit that moves, unless it successfully infiltrates, with an


Exposed marker.
● You may not move a unit that is marked with an Exposed marker to a
new card.
● When entering another card that has an unoccupied or friendly
occupied Cover marker, the moving unit may move directly under the
Cover marker.
● If Trench, Bunker, Pillbox, or Attached Building markers exist in two
adjacent cards, units may move between them without being marked
as Exposed.
● Pinned and LAT units may be limited in how and where they can move
(4.2.5).
● Although diagonal movement is generally allowed, units (Friendly or
Enemy) can not move through a PDF when moving diagonally. (See
also 13.2.5 for additional restrictions when playing Urban Combat
missions).

・PDF from the North Korean MG blocks diagonal movement to the Primary
Objective.

5.1.3 Exposed Units


Moving in a combat environment entails a degree of risk that is represented
by Exposed markers. All movement which is not a successful Infiltration (or
between Adjacent Bunkers, Pillboxes, Trenches [5.1.2], or Attached Buildings
[13.7]) will gain the moving unit an Exposed marker. A unit marked Exposed
cannot move to another card, but may move within the card, including
Seeking Cover. A unit remains Exposed until the marker is removed in the
Clean Up Phase.

Do not mark units Exposed when moving between cards within the Staging
Area (2.5). Thus, in the same way as moving between field fortifications and
buildings, it is possible to move units between multiple cards in the Staging
Area during a Command Phase as long as Commands are available to do so
(but not more than one move in the same Impulse).

5.1.4 Infiltration
Infiltration is movement under enemy fire. Any Good Order unit (or LAT in
certain cases) not marked as Exposed, and that does not have an A & an
arrow symbol or an H VOF rating, may attempt Infiltration as long as either
the origin card or the destination card has a VOF marker on it.
● Draw two (+/–) Action cards and check for the Infiltrate icon. If it is
present, then the attempt succeeds: move the unit to the adjacent
card but do not mark it as Exposed. If there is cover on that card, you
may place the unit under a Cover marker.
● If there is no Infiltrate icon present, the attempt fails and becomes a
regular Move to an Adjacent card Action (it still costs a Command and
an Exposed marker is placed on the unit).
● Infiltration within a card requires that the card has a VOF marker
(4.2.2.g).
● Areas within Urban Terrain cards (chapter 13) cannot be traversed
with an “Infiltrate to Cover” Action, so it is not possible to move
unexposed (exception: Attached Buildings 13.7).

5.1.5 Stacking
“Stacking” has two main meanings (beyond piling counters on one another to
keep things orderly):
1. Having more than one unit on a card.
● You may not have more than 16 Steps and four vehicles per
side on a card
● Steps embarked on Vehicles do not count.
● Casualties do not count
● Brewed up and wrecked vehicles do not count except when
using the card as a Landing Zone (see chapter 11)

2. Having more than one unit under a cover marker or in an Urban


Combat building.
● Some cover markers have a hard limit on how many steps can
fit in them. This is indicated on the counter (5.2.4B).
● Except for the Out-of-Cover area, having more than 3 steps in
a single area will cause penalties when calculating combat
effects (5.2.4).

Note: Certain situations (Pre-planned Amphibious invasion forces, Higher HQ


events, etc.) may result in a card becoming overstacked by Infantry units. If
this is the case, you must move someone out at the first opportunity to get
back into limits.

5.1.6 Transportation of Items and Units


Having a unit or a vehicle perform a Pick Up, Load, Unload, or Embark Action
allows that unit to acquire or offload assets, casualties, ammunition, and/or
passengers. You can spend command points on ordering this Action in three
different situations:
● One point to to have a unit pick up any ammo, assets and casualties
● One point to order a unit to embark a vehicle
● One point to order a vehicle to load or unload any ammo, assets and
casualties and to embark any infantry steps.

Note: As can be seen, if someone is eligible to give orders to a


Vehicle, it is more efficient to have the vehicle carry out the action than
ordering individual units.

A. Transport Capacity
The transport capacity of a vehicle is noted on its counter and on the
Vehicle and Anti-Tank Weapons Chart.

The transport capacity of an Infantry unit is one per step. (e.g. a 1-step
MG Team has a transport capacity of one, a 4-step mortar section has
a transport capacity of four, etc.)

In addition to assets, an infantry or vehicle unit may carry any one


type of the following: casualties, one type of ammunition, or (for
vehicles only) Infantry unit Steps. Ammunition carried by infantry units
does not count towards vehicle transportation limits.
Each point of transport capacity gives a unit the ability to carry the
following:
Item Vehicle Infantry Step
Friendly Casualty 1 1
MG Ammo 6 6
MTR Ammo 2 2
RCL or RKT Ammo 3 3
Flamethrower (2 shot) 1 1
Demolition Charge Unlimited 2 + any other
ammo / assets
Infantry Step 1 N/A
Assets (Radios, Phones, Unlimited 6 + Any other
Phone lines, Pyrotechnic, ammo
Asset weapons*)
* Weapons with their own counter such as Rifle Grenades, RPGs, etc.

Examples:
● A demolition Team (1 Step) can carry 2 demolition charges + 3
RKT Ammo + 1 Smoke + 1 WP Smoke (2 of 6 Assets)
● A CO HQ (1 Step) can carry the BN TAC Net Radio + CO TAC
Net Radio + 4 Pyrotechnic devices + up to 2 Demolition
Charges.

B. Picking up and Dropping off Loads


An infantry unit, whether it is marked Exposed or not, may pick up and
drop off items up to its Transport Capacity. You must give a unit a Pick
Up, Load, Unload, Embark order (4.2.2h) to pick something up, but
you can have any unit, including Litter and Paralyzed Teams, drop
something off without a separate Command any time you need to
(outside of the usual sequence of play if necessary).

Mark any unit that picks something up as Exposed; you do not have to
mark a unit as Exposed if it merely drops something off without
otherwise exposing itself. If you want another unit to acquire and use
what was dropped off, such as ammo, then you must order the second
unit to pick it up.

C. Embarking and Disembarking from Vehicles


A vehicle may embark or disembark a unit up to the vehicle’s
Transport Capacity as per 10.2. You must give the vehicle a Pick Up,
Load, Unload, Embark order to embark a passenger (which happens
in the Command Phase), but an Activated vehicle disembarks its
passengers as part of a Vehicle Move Action (which happens in the
Vehicle-Aircraft Phase). Mark the infantry unit involved in either an
embarkation or disembarkation as Exposed.

D. Loading and Unloading Vehicles


A unit, whether Exposed or not, may load items onto a vehicle or
unload items from a vehicle, up to the vehicle’s Transport Capacity.
You must give the unit a Command to load or unload. Mark the
infantry unit involved in either loading or unloading as Exposed.

E. Restrictions on Transporting Casualties and Assets


When a unit becomes a casualty it loses its ability to transport and
drops anything it currently carries on its card.

When a unit that is transporting Casualties or Assets becomes Pinned


or Paralyzed, it does not drop what it is carrying, but it will not be able
to Move any farther until it either drops what it is transporting
voluntarily or is Rallied to a status that will allow it to continue.

5.1.7 Evacuating Casualties


You can gain Experience Points by successfully evacuating friendly casualties
from the map.

The instructions for the campaign in your Mission Book will explain how
casualties should be evacuated. You may need to move them to a Casualty
Collection Point (CCP), evacuate them by helicopter or LVT, or move them to
a MEDEVAC LZ with an HQ or Staff unit (to direct operations).

A CCP or MEDEVAC LZ can usually be designated before a mission begins


or during the mission with a Designate New Tactical Control command
(4.2.1L). They can be switched during the mission but only one can be in play
at a time. Once a casualty has been transported and dropped off at one of
these points, that casualty is considered to be evacuated by a notional
ambulance or by helicopter. Remove the casualty in the Clean Up Phase.

Place any evacuated casualties in the appropriate holding box on the


Command Display for ease of calculating Experience Points earned and
number of wounded returned to duty for the next mission.

5.2 Terrain
Each campaign has a deck of Terrain cards which will be used to build a game map.
The instructions in the Mission Book will tell you how many rows and columns of
Terrain cards you need to build the map. Columns extend vertically away from you,
while rows extend horizontally across your front (2.2).

The Mission Instructions also indicate whether to lay the Terrain cards face up or
down. This reflects the accuracy of the maps used historically. When placed face
down, reveal cards to the extent of the LOS of units on the map according to the
mission instructions. During play, reveal a hidden card when a friendly non-aircraft
unit has LOS to it. If the hidden card is a Hill, draw a new terrain card to place on top
of it (as described in 2.2.1). If you draw subsequent Hill cards, keep placing them on
top of each other until you draw a non-hill Terrain card.

5.2.1 Line of Sight (LOS) and Range


Terrain borders, limitations of range, reciprocal LOS and Urban terrain are
taken into account when determining LOS between units. The following rules
apply:

Terrain card LOS borders


There is a border around the perimeter of each Terrain card that consists of
white and/or dark green segments. Dark borders block the tracing of
Lines of Sight (LOS) but white borders do not. Check the color of the side or
corner borders in the direction you want to check Line of Sight (LOS). LOS is
traced along the eight straight lines (only) from a card to the eight adjacent
cards and beyond. (Thus, you may not trace LOS left/right over two cards and
then up/down/diagonally one.)

Regardless of the color of the borders on Terrain cards, you may


automatically trace LOS into all adjacent cards (Close Range). For LOS to
pass through to a 2nd card (Long Range) and 3rd card (Very Long Range),
both the entry and exit sides of the cards passed through must have white
borders.
LOS Example

● US 1/1 Squad and Arty FO in the Jungle have no LOS to any NVA units due to the
green borders of the Bamboo. (US 1/1 Squad would not open fire even with LOS in
this situation due to the presence of the US Litter Team)
● NVA 12.7mm MG has LOS to the US Litter Team in the Bamboo as the cards are
Adjacent. They Open Fire
● NVA Mtr Spotter in the Elephant Grass has LOS to the US Litter Team in the Bamboo
as LOS passes through the left & right white borders of the Rice Paddy. They make a
successful attempt to Call for Fire.

LOS Example 2

● German Squad 1/3 and US Squad 1/1 have no LOS to each other as only one border
of the Hedgerow is white.

Note: Some campaigns feature terrain cards with black borders. These
indicate that Movement of units is impossible in these directions. LOS across
these borders is the same as for the rest of the card (which will either be
all-white or all-dark).

LOS and Range limitations


During normal visibility, the maximum LOS is Very Long Range (3 cards, not
counting the starting card), although the maximum Range of actual weapons
will likely be shorter than this. During Limited Visibility (9.1), the maximum
LOS is reduced to Close Range (adjacent). Being on higher elevation (5.2.2)
does not increase the observer’s range.

Reciprocal LOS
Line of sight is reciprocal; every card your units can see can also see your
units in return. (Exception: Cards with Smoke, Incoming!, or Air Strike! on
them. Units from outside a card with Smoke, Incoming!, or Air Strike! have
LOS into the card (but not through to cards beyond), while units on such
cards cannot see out (5.3).

Even if only part of a card is in LOS (such as the Upper Story of a multi-story
building), a Basic VOF can be placed on the card. However, targeting
individual units or cover markers with VOF (such as Concentrated Fire,
Grenade Attacks or Sniper VOF) requires that the target is in actual LOS of
the unit attempting to place the VOF.

Example of reciprocal LOS

Fig 1: LOS blocked by green borders of Hedgerow card.

Fig 2: US LMG enters Upper Story cover. LOS can now pass over the Green borders
(Note that LOS is reciprocal - the enemy Squad can also place a VOF on the US card).
Fig 3: Enemy squad Concentrates Fire on US units - only the LMG in the upper story can be
targeted (Basic VOF continues to cover the whole card).

Urban LOS
On standard Terrain cards, buildings and Urban Cover markers—including
Multi-Story markers—do not block LOS at any level. On Urban Terrain cards,
the LOS is much more restrictive and is detailed in chapter 13.

5.2.2 Elevation
Elevation is a relative measure in Fields of Fire. The base elevation is level 1
for all missions. Hills and Upper Stories add +1 to the base elevation. A single
hill is level 2. An Upper Story (5.2.2B) is at level 2. An upper story on a hill is
level 3.
Higher elevation allows units to trace LOS over blocking terrain at lower
levels. Higher elevations see over any lower elevations despite intervening
dark borders, i.e., units at level 2 see over level 1 Terrain cards. Same level
terrain blocks LOS to any lower level terrain, i.e., a level 2 terrain cannot see
over another level 2 Terrain card to a level 1 Terrain card beyond it.

A. Hills
Hill cards raise the elevation
by one level. They do not
provide Cover & Concealment
modifiers. Upon drawing a Hill
card, draw another card and
place it on top of the hill to
show the terrain on the hill.
There can be multiple Hill
cards under a Terrain card,
each raising the elevation by 1
level.

If a Hill is drawn when


revealing face down Terrain
cards, draw another Terrain
card from the deck to go on
top of it (as per 2.2.1). Unless
restricted by the mission setup
instructions, there is no limit to the number of successive Hill cards a
player can deal, each raising elevation by one level, before dealing a
card containing specific terrain.

Multiple hills do not change the ability to move in or out of a card, but
only provide additional LOS benefits. The dark LOS borders on the Hill
card supersede any light borders on the non-Hill Terrain card.

B. Multi-Story
Terrain cards marked with “Multi-Story” icons designate urban areas
containing buildings taller than one level. When you find cover on a
Multi-Story card you get both the Upper Story Cover
marker and a regular Building Cover marker, which
represents the ground floor. Consider these separate
Cover markers for purposes of commands, combat, and
movement.

A unit discovering a building (cover) on a Multi-Story card


can move directly to the building’s upper floors, increasing
the unit’s elevation by one level. Place an Upper Story
Cover marker atop units that move to the upper floor of a
multi-story building. Remember that any LOS benefits from
the increased elevation are reciprocal (5.2.1).

Units can move between the two Cover markers or directly


to and from no cover and the Upper Story Cover marker
(4.2.2f). A Church Tower marker is a special type of Upper
Story Cover marker with a step limit of 1. It is placed if building cover
is discovered on a Church Terrain Card. (Church terrain cards are
marked with an Observation Post icon as a reminder).

Note there are specific rules for the terrain decks used in Urban
Combat campaigns. (13.0).

C. Terrain with Elevation


Some Terrain decks have
the elevation printed directly
on the card. In this case the
terrain represented is so
hilly or mountainous that
using Hill Cards is not
practical. Such decks will
generally have the terrain
level marked on every card
so are easily told apart from
those using the individual
Hill cards described in A.
Example
A German squad on a hill is at elevation level 2. It has LOS over the
Hedgerows to the US LMG Team on the far side. This LOS is
reciprocal, the LMG team also has LOS to the German unit on the hill.

5.2.3 Cover & Concealment Value


If a Terrain card has a VOF marker
on it, that card confers on its
occupants its basic Cover &
Concealment value as part of the
Net Combat Modifier (NCM). Some
cards have two Cover &
Concealment values, with the
higher value in a larger font above
the smaller one.
Determine the Cover &
Concealment value according to
the following points:
● Use the higher Cover and
Concealment number if
any fire is coming across a
dark border.
● Use the lower number if all fire is coming across white borders, or
as Incoming fire, indirect Mortar fire, or
from within the card itself.
● If a card has a Burst
icon on it, add the value in that icon to any
Incoming! VOF in addition to the card’s
Cover & Concealment. (This may be positive
or negative depending on the terrain).

5.2.4 Cover
Cover is a terrain feature below the detail found on standard tactical maps,
and is often called “micro-terrain.” Cover provides protection from fire and is
incremental to the Terrain card’s basic Cover & Concealment value (5.2.3).
Each Terrain card indicates the maximum number of Cover markers (the
Cover Potential) that can be found on this card with an Attempt to Seek Cover
action (4.2.2e). Other Cover markers such
as upper stories, enemy fortifications,
etc., do not count towards this maximum.

Example: This Canal has a Cover


Potential of 1 indicated by the number at
the bottom left. The bush icon indicates
that any cover discovered on this card is
Basic +1 Cover. The base number of
cards to carry out a Seek Cover Attempt
(4.2.2e) is indicated by the bottom center
number, three.

A Cover marker represents a distinct


location within the area of the card. Once
discovered, a Cover marker remains in
place for the rest of the Mission. Unless
specified on the marker, there is no limit
to the number of Steps that you can place
under a given Cover marker, but only
units of one side can be under a given Cover marker at any one time.

Note: Ignore any casualties under a Cover marker when determining if the
Cover marker is occupied.

However, putting too many troops under the same Cover marker increases
their vulnerability to indirect fire and grenades. For every Step above three
that is under a Cover marker, each unit attacked by a Grenade, Incoming! or
Airstrike! VOF receives a –1 modifier.

Example: Five Steps under a Cover marker would all receive the benefit of
the cover’s +1 modifier, but if attacked by Grenade VOF they would also
receive a modifier of –2 because there are two Steps over the three-Step
limit. The net modifier would be –1. This also applies to pre-printed cover as
found on the urban Terrain Cards to units of each side. It is not cumulative
between both sides (13.8.1).

Urban Terrain cards have the cover printed on the card instead of a marker
(13.1) as it would be impractical to have every unit in some sort of Cover
marker. The Cover marker areas in an Urban Card can be occupied by units
from both sides, unlike a standard Cover marker.

There are four types of Cover markers:


A. Basic Cover
This marker adds one to the Net Combat Modifier
(NCM). It counts against the Terrain card’s Cover
Potential.

B. Field Fortifications
The instructions for each
mission indicate the usual
type of Field Fortifications
that the enemies
encountered will use and
those available to your units at the start
of the mission. They include Foxhole,
Trench, Bunker, and Pillbox markers.
Field Fortifications do not count against
a Terrain card’s Cover Potential.

Bunker and Pillbox markers hold a


limited number of Steps; this number is
in parentheses on those markers. In
addition, they have a limited firing arc as
depicted by the arrow on the marker. Orient a Pillbox or Bunker
marker for US forces (when available) as desired when placing them
at the start of a mission. For enemy Pillboxes or Bunkers, point the
arrow on the counter toward the unit that made contact. You cannot
change the orientation of the marker, and units under (inside) the
marker may fire only in the indicated direction.

Note: Being in a Bunker or Pillbox does not affect a unit’s LOS, only its
ability to fire in a certain direction.

Units in Pillboxes and Bunkers may not fire at Point Blank Range (the
same card), but may be targeted by units in the same card.

Activity checks, such as “Grenade Attack”, may require enemy units to


exit the Bunker or Pillbox and engage in Point Blank combat. In so
doing they lose the benefit of the Bunker or Pillbox marker and are
marked as Exposed.

Even if opposing units enter the card, so long as the occupants do not
exit the Bunker or Pillbox they will continue to exert their VOF in the
indicated direction. This is an exception to the general rule about
enemy units occupying the same card as friendly units ( 6.2.1).

Example: 2/1HMG team (in a bunker) and 2/1 rifle squad (out of
cover) are firing at a German squad to the front. A German Assault
Team infiltrates their card. Squad 2/1 immediately shifts fire to the
Assault Team as per 6.2.1. The HMG team in the bunker continues
firing off-card despite the presence of the German unit (they assume
they are being protected by the squad).

If the German Assault Team falls back to the Enclosed Field in a later
turn, 2/1’s fire will not follow it as there is already a PDF being exerted
from this card. (this would be an exception to 6.3.4. As mentioned at
the end of chapter 1, in an open Sandbox like Fields of Fire such edge
cases where two rules might apply are common. Draw a random
number if you are uncertain as to which will occur).

Occupants of bunkers may also be removed through use of


Demolitions and Flamethrowers (7.12, 7.13).

C. Urban Cover
Consult the Urban Cover Probability Table in the Charts
& Tables Player Aid when a successful Attempt to Seek
Cover action is carried out on a Terrain card with an
urban cover icon (such as Farm, Village, and Church).
The chart indicates for each campaign the chance of
discovering Basic Cover
(representing rubble), light buildings, or
strong buildings. Like Basic Cover, light
and strong buildings count against a
Terrain card’s Cover Potential.

If a Light Building or Strong Building is


revealed on a card which contains a
multi-story or church indicator, place an
Upper Story or Church Tower marker
(respectively) in addition to the indicated
building marker (5.2.2B). Upper Story and Church Tower markers do
not count against a Terrain’s Cover Potential. The binoculars icon on
the Church Tower indicates that it is an Observation Post and that only
a single step may be in this cover.

Urban cover does not block LOS in any way.

D. Caves
Cave entrances come in four varieties: small, medium,
large, and armored. Each has a capacity limitation in
Steps based on the size indicated by the number in
parentheses on the marker. In addition, they have a
limited firing arc as depicted by the arrow on the
marker. Point the arrow on the counter to the card that made the
contact. You cannot change the orientation of the marker, and units
under (inside) the marker may fire only in the indicated direction.

Units in caves may not fire at Point Blank Range (the same card), but
may be targeted by units in the same card. Activity checks, such as
Grenade Attacks and HQ Events may call for the enemy units to exit
the cave and engage in Point Blank combat, but in doing so they lose
the benefit of the Cave marker.

If the occupants do not exit the Cave they will continue to exert their
VOF in the indicated direction. This is an exception to the general rule
about enemy units occupying the same card as friendly units (6.2.1).

Occupants of caves may also be removed through use of Demolitions


and Flamethrowers (7.12, 7.13).

5.2.5 Other Terrain card icons


Other icons on the terrain cards are used in the Vehicle rules in chapter 10 and 11.
You may find the following:

Landing Zone
Designates that this terrain card is suitable for landing
helicopters on (11.1.3)

Trafficability
Indicates the ease at which vehicles can pass
through this card. See 10.5.2 for details of Vehicle
Movement Actions and how they may be affected by
these icons.

5.3 Smoke and Blocked LOS


LOS may be blocked as a result of Smoke (Smoke grenades, WP Fire Missions or
burning wrecks) or Incoming! and Air Strike! markers (as a result of dirt and dust
kicked up by explosions). You can trace LOS into, but not through or out of, cards
with such markers (Note that this does create a rare instance where LOS is not
reciprocal).

Smoke and WP smoke provide a defensive benefit to the occupants of the card,
except from Incoming!, Air Strike!, Mines! and Grenade attacks. Multiple sources of
smoke are not cumulative; use only the single best, defensive benefit. Colored
smoke, and pyrotechnics such as flares, clusters and parachutes do not block LOS.
6.0 Combat
The two basic components of Combat against infantry targets are Primary Direction of Fire
(PDF) and Volume of Fire (VOF). These indicate how much and in what direction a unit is
firing. Carrying out Combat against Infantry targets is a two-part process:
1. During the course of a game turn, friendly and enemy units engage each
other by placing Volume of Fire (VOF) and Primary Direction of Fire (PDF)
markers. This may happen:
● Automatically by rule
● By a friendly unit being given an order
● Through an enemy Activity Check.
2. During the Combat Effects Segment all engaged units resolve their respective
combats simultaneously.
All combat against vehicle targets is resolved in the AT Combat & Vehicle Movement phase
and explained in chapter 10.

The Basic Combat Principle


Combat by units with Basic VOF (S, A, H, Pinned) is automatic (6.2.2). It does not require
Commands or Actions. With each on-map activity, all units must be checked to see if they
are eligible to Open Fire. If not already engaged, units with a clear LOS and range to a
spotted eligible target (any non-casualty units on the opposing side) will immediately Open
Fire. Any activity during the course of a turn may result in units engaging. This applies
equally to friendly and enemy units. However, Enemy and Friendly units have slightly
different priorities when multiple targets are available (6.1.1)

The resolution of all this activity is consolidated in the Combat Effects Segment (6.4).
Combat is directed at a card and all its occupants.

Example.
1/3 Squad and 2/W/3 MG Team are searching for the enemy in heavy rain, which reduces
their visibility to Close range (adjacent card). As a result of an Enemy Random Event (3.4.1),
the rain stops. Immediately the map is checked for any necessary updates, as a result they
open fire on a North Korean Fire Team which is now visible at Long Range.
6.1 Engaging/Opening Fire
In game terms, you have units “open fire” by placing their Basic VOF (6.2.2) on the target
card and placing a PDF marker pointing from the firing unit to the target (if the target card is
not also the firing unit’s card). Some Special VOF require issuing an order and passing an
attempt check before placing a VOF marker (6.2.3).

6.1.1 Opening Fire


A non-Engaged unit opens fire (becomes Engaged) with its Basic VOF when it has a
Spotted eligible target within range and LOS. This is automatic and mandatory. This
may happen whenever changes occur on the map, for example:
● Movement of friendly and enemy units
● Spotting reveals a previously unspotted enemy unit
● Smoke or Incoming! markers are removed
● Placement of a unit on the map while resolving a potential contact.
If multiple cards with spotted opposing units come into view at the same time, units
engage according to the following priorities:

Friendly Unit Enemy Unit Sniper (friendly or enemy)


1. Closest Card 1. Card with most friendly Steps 1. Card with HQ present
(random if equal). (closest, then random)
2. Card projecting strongest 2. If choosing a target on the 2. Card projecting the
(lowest) VOF (random if equal) same card - Unit/cover marker strongest (lowest) VOF
with most steps. (most steps if equal, then
random).
Notes
● Friendly units will not automatically Open Fire on a card where units from both sides
are present
● When first placed, enemy units which place a PDF/VOF will always Open Fire on the
card which triggered its placement
● On the card that they engage, Snipers will prioritize Exposed targets for their Sniper
VOF (6.2.3). (Even if a non-exposed HQ unit is present).

Once units are Engaged, they will not cease or shift fire without Orders, even
if units from their own side enter the target card or if all opposing units have
moved out of range or been eliminated.

If a unit enters a card where there is firing already going on (i.e. it has a PDF
marker pointing away from it, or it is occupied by both enemy units and
friendly units), the entering unit joins in the existing fire. You may need to
adjust the VOF marker, however, depending upon the VOF rating of the unit
that just entered the card (6.2).

6.1.2 Continuing to Fire


An Engaged unit will continue to fire at the same card until:
● Ordered to cease fire or shift fire.
○ Use these orders to preserve ammo and prevent friendly fire
incidents (6.3.3). Enemy units will receive Cease Fire orders if
there are no eligible targets on the card they are firing at
(8.6.4).
● Ordered to move to another card.
○ Units will cease fire automatically, then open fire as per 6.1.1
on units in LOS from their new position.
● A Smoke source (such as a burning wreck, WP grenade, etc),
Incoming! or Airstrike! Marker appears on the firing unit’s card or along
the PDF.
○ Smoke, Incoming! and Air Strike! markers along the PDF will
block fire through the card with the marker (5.3). As units will
continue to fire and expend ammo, do not remove the PDF, but
move the VOF from the target card to the card with the
blocking Smoke.
● A spotted unit from the opposing side enters its card.
○ Units automatically shift fire to any opposing units that enter
their card (or when opposing units on the same card that were
previously not present or targetable, become targetable).
● A spotted unit from either side enters its PDF in a closer card than the
current target.
○ When firing along a PDF into another card, the VOF is exerted
into the closest occupied card. If a unit from either side enters
a PDF in a closer card, the VOF is moved to the closer target.
This may cause friendly fire incidents if not addressed quickly.
(See Grazing Fire [7.2.2] and Overhead Fire [7.2.3] for
exceptions to this rule).

Example: 1/1 is firing across


an Open Field at a Litter
Team holed up in a Farm. A
Small Arms VOF is placed
on the farm.

In the Potential Contact


Resolution Segment, an
Assault Team triggers a
contact, an Exposed LMG
Team that places no
PDF/VOF at right front.

The LMG team is placed in


the field. All units (friendly
and enemy) place their
VOF on the closest unit
along their PDF. So 1/1’s
VOF is moved from the
farm to the field. If 1/1 had
weapons capable of
Grazing Fire, they could hit
both German units.
Friendly and Enemy units act the same. However VOF is not moved if
Unspotted units appear along a PDF. They would continue to be fired through,
only being affected if Grazing Fire hit their card.

6.2 Volume of Fire (VOF) Markers


VOF markers indicate the amount of fire affecting a card. It is used to calculate the
Net Combat Modifier (NCM) during the Combat Effects Segment (6.4). The best VOF
affecting a unit is the only one applied, with a lower number being better than a
higher number. Some VOF affects the whole card (or all of the opposing units of a
card during Point Blank combat), others are more localized affecting a single unit or a
stack of units under a cover marker. The VOF marker a firing unit generates is based
on the firing unit’s VOF Rating.

6.2.1 Placing VOF Markers


Place VOF markers on targeted cards based on the following procedure:

a) If units or Fire Support are firing into a Terrain card from outside,
the VOF affects all units, friendly and enemy, on the card. Place a
VOF marker at the top of the card. This VOF marker will reflect the
best (lowest) VOF Rating of all the units or Fire Support firing from
outside.

b) If units from both sides occupy a card, they fire at each other (their
VOF affects only the opposing units). Up to two more VOF markers
are placed. Place the best friendly VOF marker in the upper left if it is
better (lower) than any VOF affecting the whole card (see (a) above).
Place the Best enemy VOF marker in the lower right if it is better
(lower) than any VOF affecting the whole card.

c) Place any VOF affecting a single unit or single stack of units under
a cover marker (such as Grenade Attack or Sniper [6.2.3]) on top of
the target units.

When calculating the NCM (6.4) for each unit in the Combat Effects
Segment, only the best (lowest) VOF affecting that unit (out of VOF
affecting the whole card, VOF from opposing units on the same card,
and localized VOF placed directly on that unit) is applied.

Example: 1st PLT HQ, 2/1


Squad and 1/W/1 MG team
are on a card being hit by
by Small Arms VOF (+0)
from a squad on the left
and Automatic Weapons
VOF (-1) from an HMG on
the right. They will be
affected only by the
Automatic Weapons VOF
(-1) in the Combat Effects Segment. (Also see Crossfire Modifier 6.2.4).

Example: 1st PLT HQ, 2/1 Squad and 1/Mtr


Team are on a card being hit by Artillery (-5
VOF). 2/1 Squad is also the target of a
successful Bazooka attack (-3). In this case,
Artillery VOF is better (lower) than the
Bazooka, so all three units are affected by
Artillery (-5) in the combat effects Segment.
The Bazooka’s VOF is ignored (but it still
uses up ammunition).

Example: 1st PLT HQ,


1/LMG and 2/1 Squad
are on a Terrain card
with Spotted German
units 4/Gp and 5/Gp.
An 81mm German
Mortar Section is firing
into the card from
outside. A Heavy
Weapons VOF (-3) for
the Mortar Section is
placed at the top of the
card (this will affect all units from both sides). The highest VOF exerted by US
units is Automatic Weapons (-1) from 1/LMG. The highest VOF exerted by the
German units on the card is Small Arms (+0). Neither of these are placed and
the Heavy Weapons VOF will be used to calculate NCM for all units in the
Combat Effects Segment.

Example: 1st PLT HQ,


2/AT Bazooka Team and
2/1 Squad are on a
Terrain card with a
spotted German 88mm
unit. German unit 1/LMG
is firing at the card from
outside. Automatic
Weapons VOF (-1) is
exerted by 1/LMG and
placed on the card. The
best VOF exerted by the
US units is Small Arms (+0), this is not placed as it is not better than the
Automatic Weapons VOF. The German 88mm exerts Heavy Weapons VOF
(-3), this is better (lower) than the Automatic VOF and so a Heavy Weapons
VOF marker is placed at the bottom left of the card. In the Combat Effects
Segment, the US units will be affected by the Heavy Weapons VOF while the
German units will be affected by the Automatic Weapons VOF from outside.

6.2.2 Basic VOF Ratings


Basic VOF ratings are printed on the unit counters in the bottom left. Unless
otherwise engaged, units with Basic VOF ratings automatically Open Fire and
place the following VOF markers on any enemy units which enter their LOS.
This requires no Commands or Attempt draws.

Unit VOF VOF marker placed Value


Rating
S Small Arms +0
A Automatic Weapons -1
H Heavy Weapons -3
A/S A or S VOF 1 -1 / 0
Pinned All Pinned2 +2

1
Units with a VOF rating of A/S are equipped
with assault rifles or submachine guns and
generate an Automatic Weapons VOF marker at
Point Blank Range (same card) and a Small
Arms VOF marker at any other range.

2
Pinned VOF is exerted by a Pinned unit in place of its Basic VOF. When all
fire affecting a Terrain card is from Pinned units (meaning it is now the best
VOF affecting the card), the All Pinned VOF marker is used.

6.2.3 Special VOF


Some units have Special VOF ratings which have unique rules
or may require commands to carry out. Some Special VOF
affect the whole card like Basic VOF, others target individual
units or cover markers.

Special units and weapons are covered in detail in chapter 7.


Usage of the most common Special VOF is described in 6.35
“Table summarizing VOF, Modifiers and relationship with PDF”
In a typical campaign you may encounter the following special
VOF units and markers:
VOF Type of Attack Rules
Rating ref
Mines! Mines 7.9
G! Grenade Attack 7.10
D! Demolition 7.13
F! Flamethrower 7.14
S! Sniper 7.15
Incoming! Incoming mortars or artillery 7.16

6.2.4 VOF Modifiers


Modifiers are additional markers placed on a card as a result of Commands or
other situations. Some affect the whole card while others affect individual
units or stacks of units under cover cards. All modifiers affecting a unit are
taken into account when calculating the NCM in the Combat Effects phase
(6.4).

Concentrated Fire Modifier: –1


Affects one random individual unit out of cover or a stack of
units under a cover marker
Place a Concentrated Fire VOF marker on a unit or
group of units under a single Cover marker as a result of
a successful Attempt to Concentrate Fire Action (7.11).
A unit can be the target of multiple concentrated fires, all
of which are cumulative.

Crossfire Modifier: –1
Affects whole card
Place this VOF marker on a card when there are two or
more PDFs being exerted at a given card from different
directions. Place no more than one Crossfire marker on
any given card. Pinned units can be used to generate a
Crossfire.

Note: Multiple VOFs being exerted from the same direction but from
different elevations (due to Overhead fire) do not qualify for Crossfire.

Grenade Miss Modifier: –1


Affects whole card
Place a Grenade Miss Modifier marker when an
Attempt to Make a Grenade Attack fails. Place only
one Miss Modifier regardless of the number of failed
attempts.

Note: If no other PDF/VOF remains on the card, a Grenade Miss


Modifier acts as a -1 VOF by itself affecting the whole card.

Demo Miss NCM Modifier: –2


Affects whole card
Place a Demo Miss Modifier marker when an Attempt to
Make a Demo Attack fails. Place only one Miss Modifier
regardless of the number of failed attempts.
If no other PDF/VOF remains on the card, Demolition Miss acts as a
-2 VOF by itself affecting the whole card.

6.3 Primary Direction of Fire (PDF) Markers


Primary Direction of Fire (PDF) markers are mnemonic devices to show where a
VOF originated. When a firing unit exerts a Basic VOF (S, A, H or Pinned) at any
target card other than its own card, a PDF marker must also be placed.

6.3.1 Placing PDF Markers


Place the marker on the edge of the firing card with the arrow pointing toward
the target card. All units on a card only fire along the PDF. When there is a
reciprocal PDF, the PDF marker can be flipped to its back showing a
double-headed arrow to reduce clutter.

A PDF does not limit the ability to attempt Spotting in any direction to cards
within LOS. PDF restrictions also do not apply to FOs when Calling for Fire. In
other words, they can call down fire in any direction, including Calling for Fire
elsewhere when there are Enemy units on their own card.

6.3.2 Firing along a PDF


After placing a PDF, ALL units on the firing card continue to fire along the
PDF until the VOF marker is removed. Attempts to Concentrate Fire and
ranged Grenade Attack Actions may only be attempted along the PDF.
Remember, you must place a VOF and PDF marker when units with a printed
VOF Rating have spotted enemy units within range and LOS (6.1.1).

Units moving into a card that already has a PDF marker immediately open fire
along the PDF.

When another unit enters the card, or a unit tracking ammunition runs out, the
VOF may change, but the PDF stays the same.

Example: 2/W/3 MG Team (A


VOF at L Range) is engaging
an enemy unit two cards to
the right. Upon running out of
ammunition, 2/W/3’s VOF is
reduced to Small Arms (+0)
and its range drops to Close
(adjacent card). The PDF
stays the same (right) but its
VOF is moved to the
adjacent card.
6.3.3 Cease Fire and Shift Fire
Units that have Ceased Fire, yet still have eligible targets within range and
LOS, automatically Open Fire again according to the priorities in 6.1.1 (forcing
the placement of a new VOF and PDF marker).
Note: This means that ceasing fire is only truly effective if there are no longer
any opposing units within range or LOS.

Shift Fire orders can be used to move an existing PDF to a different card.
Unoccupied cards may be targeted if you feel there is some strategic
advantage to do so. However cards with unspotted enemy units may not.

6.3.4 Moving along a PDF


If the last unit with an opposing unit’s VOF on its card moves to another card
in LOS, within Range, and along the same PDF (in either direction) of the
opposing unit, the VOF is moved with the unit to the new card. Any VOF on
the original card with a PDF from a different direction remains in place.

If the last unit under a VOF from an opposing unit on the same card moves
away to an adjacent card, the opposing unit's fire follows the moving unit to
the new card. Move the VOF to the new card and place a PDF marker. Any
fire that was from outside the card remains on the original card.

Example: 1/1 Squad and 1/LMG Team are firing at a German squad on the same
card as 1/1. The German squad moves away to the Village. 1/1’s Small Arms VOF
follows it and a PDF is placed in between the woods and the village.
Since the German squad did not move along the PDF of 1/LMG, 1/LMG continues
firing in the same direction.
Moving causes the German squad to cease fire (6.1.2), it then immediately opens fire
on the Woods card as it is the card in LOS and range with the most steps (6.1.1).
Thus 1/1 is not only hit by friendly fire but also Crossfire.
6.3.5 Table summarizing VOF, Modifiers and relationship with PDF
Area
Affected PDF Notes
S, A and H VOF units which All Pinned VOF is placed
are Pinned place a PDF automatically when all fire is
Pinned Whole Card automatically coming from Pinned units.

Small Arms S VOF units place a PDF Placed automatically by S VOF


(S) Whole Card automatically rated units
Basic Automatic A VOF units place a PDF Placed automatically by A VOF
Weapons (A) Whole Card automatically rated units
Placed automatically by H VOF
rated units. Also placed as a
Heavy H VOF units place a PDF result of Indirect Lay command
Weapons (H) Whole Card automatically to on-map Mortar Sections

Special Requires a Grenade Attack


Attempt to place. Multiple VOF
Single unit May only fire along an may be placed on a card,
out of cover / existing PDF including on a single unit/cover
VOF Stack of Does not place a PDF. marker; they are cumulative. Do
Grenade units under (Exception Mortar Teams - not apply visibility modifiers.
(G!) cover maker. 7.3). (7.10)
Placed automatically by a
Sniper unit. Also apply Small
Sniper (S!) Single unit Arms VOF to the whole card.
Creates a PDF -3 Command Draw modifier
automatically affects all HQs on card. (7.15)
Placed on top of all units on its
card who fail a mine test (7.9).
Targeted unit Does not affect other units on
(multiple the card. Do not apply visibility
Mines! possible) Does not place a PDF modifiers.
Does not have to follow any Requires a Call for Fire attempt
Incoming! / existing PDF to place (7.16). Do not apply
Air Strike! Whole card Does not place a PDF visibility modifiers.
Occurs when 2 PDFs enter Modifies any of the above VOF
Crossfire Whole card a card from outside the card (one per card).
Single unit Modifies any of the above VOF
out of cover / Can only be placed along a for the target affected.
Concentrated
Stack of PDF. Is removed if LOS is Multiple markers may be
Fire
units under lost, target unit moves, or placed, including on a single
cover maker. firer shifts fire. unit / cover marker. (7.11)
Modifiers
If no other VOF exists, acts
as a -1 VOF by itself (does Modifies any of the above VOF
Grenade Miss Whole card not place a PDF) (one per card).
If no other VOF exists, acts
Demolition as a -2 VOF by itself (does Modifies any of the above VOF
Miss Whole card not place a PDF) (one per card).

Note: During Point Blank combat, “whole card VOF” fired by the units on the card affects
only the opposing units. “Whole card VOF” fired from outside the card affects all the units
from both sides. See 6.2.1, Example 4.
6.4 Combat Resolution & Effects
During the Combat Effects Segment, calculate the Net Combat Modifier (NCM) for
each unit to determine if it is affected by the fire.
The formula is:
NCM = The best (lowest) VOF (Pinned, S, A, H, G!, S!, Mines!, Incoming!,
Airstrike!) affecting that unit.
+ VOF Modifiers affecting that unit (Concentrated Fire, Crossfire, Demo
Miss, Grenade Miss).
+ The net modifier due to visibility, illumination, and observation devices
(chapter 9).
+ All applicable modifiers based on the defending unit’s status (Pinned,
Exposed, etc), terrain cover and cover markers.

In most cases not all the above factors are present and it is fairly easy to group units
on a card by status (Pinned, under cover etc.). The NCM will be the same for units of
the same status. The Minimum NCM is –4 and the Maximum is +6. A NCM of less
than –4 is considered a –4 and a NCM greater than +6 is considered a +6.

Example: Rifle squad 1/1, 1/LMG and an Assault Team come under attack on a foggy
day while crossing an Open Field. 1/LMG and the Assault Team are under +1 Basic
Cover, Squad 1/1 is Pinned out in the open. An enemy 88mm Flak Gun (H VOF) fires
from the right, a pinned German A VOF squad fires from the left. In addition a
Panzerschreck team located with the 88 has made a successful Grenade Attack
against the units in the cover marker. NCM is calculated as follows:

1/LMG and Assault Team:


VOF: Grenade Attack: -4 (Best of H, Pinned and G!)
Visibility: None (Grenade Attacks are not affected by visibility)
Status/Cover: Terrain +0, Basic Cover +1
Modifiers: Crossfire -1 (H and Pinned entering card from outside)
Total NCM -4 (Resolved separately for each unit)
Squad 1/1
VOF: Heavy Weapons: -3 (Best of Pinned and H)
Visibility: Fog +2
Status/Cover: Pinned +1, Terrain +0
Modifiers: Crossfire -1 (Heavy Weapons and Pinned entering card from
outside)
Total NCM -1

Example: US squads 2/1, 3/1 and 2/LMG confront two German squads (one S rated
and one A rated) in a messy Point Blank confrontation in an orchard. 2/1 and 3/1 are
under +1 Basic Cover, 2/LMG is Pinned out in the open. The S rated German squad
makes a Grenade Attack against the US cover marker but fails the attempt, the
Grenade bounces about randomly, who knows where it will end up... 2/1 and 3/1
make free Grenade attacks in return, 2/1 misses, 3/1 succeeds. 2/1 Concentrates
Fire on the A VOF rated squad, 3/1 Concentrates Fire on the S rated squad. NCM is
calculated as follows:
US Squads 2/1 and 3/1:
VOF: Automatic Weapons: -1 (Best of Automatic and Small arms)
Visibility: None (Daytime)
Status/Cover: Terrain +1, Basic Cover +1
Modifiers: Grenade Miss -1 (2 misses, but only one Modifier is placed).
Total NCM +0 (resolve each unit separately)

US 2/LMG
VOF: A: -1 (Best of A and S)
Visibility: None (Daytime)
Status/Cover: Pinned +1, Terrain +1
Modifiers: Grenade Miss -1
Total NCM +0

German Squad (A rated)


VOF: Small arms: +0 (Best of Small
arms and Pinned)
Visibility: None (Daytime)
Status/Cover: Terrain +1
Modifiers: Concentrated Fire -1
Grenade Miss -1
Total NCM -1

German Squad (S rated)


VOF: G!: -4 (Best of S, Pinned and G!)
Visibility: None (Daytime)
Status/Cover: Terrain +1
Modifiers: Concentrated Fire -1, Grenade Miss
-1
Total NCM -5
(G! is applied as it is the highest VOF on the S rated German squad, but that doesn’t
mean the unit is not also under Concentrated fire. VOF Modifiers [Crossfire,
Concentrated Fire, Grenade Miss, Demolition Miss] always apply).

6.4.1 Combat Effects


In the Combat Effects Segment the effects of fire against Infantry Units is
resolved (see chapter 10 for how to resolve combat against vehicles).

All combat effects are considered to be occurring simultaneously, (thus you


can choose the order of resolution). You must resolve the effects of combat
on each unit on a card containing a VOF marker, and do so for each unit
individually. During this segment only, do not update VOF and PDF markers
until all combat resolutions on the map have been resolved.

For each unit, find the Net Combat Modifier (NCM) according to the formula in
6.4. Once you have determined the NCM, draw an Action Card and find the
NCM in the Combat Resolution section along the left side of the card. Next to
the modifier, you will find its effect.

There are three possible results: MISS, PIN, or HIT. If you draw a card with a
HIT result, immediately resolve the effect of that HIT. Draw another card and
refer to the Hit Effect area in the lower center of the card to find the effect on
the target unit.

6.4.2 Using the Combat Resolution Section of an Action Card


The first column of this section contains numbers between -4 and +6
depicting the NCM of the target unit .The second column shows the result of
the Fire, either HIT, MISS, or PIN. The effects of these results are:
A. MISS
No effect. But, if the unit is Pinned, remove the Pinned marker (see “B.
Pinned” below).

B. PIN
Place a Pinned marker on the unit. For efficiency you may stack
multiple units beneath a single Pinned marker.
Pinned units are not considered to be “good order” units and they
suffer from limitations to their actions, fire power and communications
ability (see 4.2.5).

A Pinned marker is removed when:


● A unit successfully passes an Attempt to Remove a Pinned
marker (4.2.3.a)
● It receives a MISS result following an attack
● No enemy VOF is on the card at the beginning of the Pinned
Recovery Segment
● The unit is eliminated (becomes a Casualty).

C. HIT
Draw another card to discover the effects of the hit (6.4.3). After
applying the effects, mark the unit (or units if it split into multiple parts)
with a Pinned Marker.

6.4.3 Using the Hit Effects Area of an Action Card


The Hit Effects area of the Action Card is grouped according to the
Experience Level of the unit. Under each level of experience is one or two
letters. The following procedures apply:
● Check the column corresponding to the Experience Level of the unit
that receives a hit. Each letter shows the Limited Action Team to which
one Step of the unit Converts.
● If the result is two letters, apply the first letter to the 1st step and the
second letter to the 2nd step. If a unit has only one Step, use only the
first letter.
● When one or more steps of a multi-step unit convert to a Fire Team,
consult the breakdown chart for that unit in your Mission Book to see
which counters to use. Fire Teams are armed differently according to
era and unit type.
● If the unit has no good-order 1-step side, the last step converts to a
fire team as indicated in the breakdown chart.
● A LAT drawing the same result as itself is still Pinned, but suffers no
additional effects (for example a Paralyzed Team that draws a P result
remains Paralyzed).

The possible effects are


C = Casualty
One step of the unit has been eliminated.
Place a Casualty counter on the card and reduce the unit by one step. If this
was the unit’s last step, the original unit is Removed from Play (1.2.6) and all
assets and casualties carried by the unit are dropped on the card (5.1.6E).
Casualties last the duration of the mission and cannot rally. They can neither
move nor fight. You should have other units evacuate them as soon as
possible. Do not resolve combat against casualties. They do not need to be
marked Pinned.

Note: Check for radio/phone damage if applicable as per 4.3.4/4.3.5

P = Paralyzed Team
One step of the unit has become Paralyzed.
● Place a Paralyzed Team on the card
● Reduce the original unit by one step. If this was a unit’s last step, the
original unit is Removed from Play (1.2.6).

L = Litter Team
One step of the unit has become a Litter Team.
● Place a Litter Team on the card
● Reduce the original unit by one step. If this was a unit’s last step, the
original unit is Removed from Play (1.2.6).

F = Fire Team
One step of the unit converts to a Fire Team with the following procedure:
● If the hit unit has more than one step, place a Fire Team, as indicated
on the breakdown charts, and reduce the unit by one step.
● If the hit unit is a 1-step unit with a named Fire Team on the reverse
side, flip it to its Fire Team side.
● If the hit unit is a 1-step unit without a named Fire Team on the
reverse, or it is a LAT, then replace it with a generic Fire Team as per
the Breakdown chart. The original unit is Removed from Play (1.2.6).

A = Assault Team
One step of the unit converts to an Assault Team, or possibly a Fire Team,
with the following procedure:
● If the hit unit has more than one step, check the breakdown chart:
○ If a named Fire Team is indicated for this step, place it on the
card and reduce the unit by one step.
○ Otherwise place a generic Assault Team for the era on the
card and reduce the unit by one step.
● If the hit unit is a named Fire Team there is no effect.
● If the hit unit is a 1-step unit with a named Fire Team on the reverse
side, flip it to its Fire Team side.
● If the hit unit is a 1-step unit without a named Fire Team on the
reverse, or it is a LAT, then replace it with a generic Assault Team as
per the Breakdown chart. The original unit is Removed from Play
(1.2.6).

Example
A 3-step Japanese squad is hit with a CF hit.
Step 1 is converted to a Casualty unit, Step 2
is converted to a Fire Team. Only one step
remains so it becomes a Fire Team. (The two
Fire teams are marked Pinned as a Hit result
also Pins all of the Steps in the affected unit).

A 1-step Bazooka team is hit with a LC hit.


The 1st step converts to a Litter Team. There
are no more steps remaining to apply hits to,
so we stop there. As always, a Hit result also
Pins the unit it affects.

Note: Hit Effect resolution is a combination


of the physical and morale effects of receiving fire. Because combat can affect soldiers in a
variety of ways, both positive and negative, units can possibly convert into any type of
Limited Action Team. For example, a Paralyzed Team could decide that the only way out of
their situation is to fight their way out, and Convert to an Assault Team, which is an
improvement in its state. It could also Convert to a Litter or Fire Team, or remain Paralyzed.

6.5 Rallying & Reconstitution


During play, units will be reduced to LATs through the effects of combat and certain orders.
You may improve the state of a unit in a reduced state during a mission by rallying or
reconstituting the unit.
LATs are either named Fire Teams which retain a connection to their original unit (usually
printed on the reverse side of the counter), or generic LATs (Paralyzed and Litter Teams as
well as generic Fire and Assault Teams). Generic Fire and Assault Teams differ between
eras. The counters to use are noted on the unit breakdown chart in the Mission Books.

It is intentional that there is no mechanism to track which generic LATs have come from
which specific units. Units reduced to generic LATs become small clumps of men with
varying agendas. In the heat of battle they are reorganized as they are. Where they belong
can be sorted out later. With the exception of squads and some HQs which may be
Reconstituted, (see 6.5.2), once the original counter is replaced with a Generic LAT, units
may not return during the course of the mission.

6.5.1 Rally
Units can be rallied from various states with commands from the Rally Action Menu
according to the instructions below. For all of these commands, success is automatic
if there is no VOF on the card, otherwise draw 2 cards, modified by the Experience of
the unit giving the command (HQ, or Self if attempting in General Initiative), and look
for the Rally icon.

Rallying Pinned Units


Pinned units can be recovered in the Command phase with an Attempt to
Remove a Pinned Marker command (4.2.3.a). If an Attempt is successful,
remove the Pinned marker and update any VOF if necessary. As an exception
to the usual Communication rules, a Pinned unit can be considered to be in
Visual-Verbal communication for the purposes of receiving this Command
(and a further Exhort Attempt).

Rallying Units from their Fire Team Side


Weapons Teams, HQs, CO Staff, FOs and some other units have
named Fire Team counters. These are usually on the flip side of
the unit unless the unit has multiple steps. These units can be
recovered to their original good-order side at their original
experience level with an Attempt to Flip to Fire Team Side command (4.2.3.f).

Rallying Generic LATs


You may improve the state of a unit by successful Attempts at Rally Actions.
Each of the following is a separate Action and so can be carried out by a unit
multiple times in an Impulse if commands are available.
● Convert a Paralyzed Team to a Litter Team (4.2.3b)
● Convert a Litter Team to a Fire Team (4.2.3c)
● Convert a Fire Team to an Assault Team (4.2.3d)

Rallying orders cannot upgrade generic LATs into good order units or named
Fire Teams. With the exception of some HQs and Squads which may be
Reconstituted (6.5.2), units that have become generic LATs cannot return
during a mission attempt.

6.5.2 Reconstitution
Squads and HQ units which have been Removed from Play may be Reconstituted
during play according to the rules below. Reconstitution also occurs in between
missions when playing the Campaign Game (see chapter 12).

Note: All Reconstitute Actions require an HQ to give the order, even if used during
General Initiative.

You can never have a unit reconstitute such that it ends up with more firepower than
it started with.

Generic LATs are never tracked to their original unit, so if weapons teams, FOs, HQs
or CO Staff are turned into Paralyzed or Litter Teams, they can be rallied to generic
Fire or Assault Teams and used to reconstitute squads as described below.

Squads
You may reconstitute a squad unit which has been removed from the map.
Any two, three, or four Fire/Assault Teams may be given an Attempt to
Reconstitute Squad order (4.2.3.i). Draw Action cards, modified by the
experience level of the HQ giving the command, and check for the Rally icon.
If the icon is present, then the attempt succeeds; remove the Fire/Assault
Teams and replace them with a previously removed squad with the same
number of steps.

Thus, in practice, a regular squad can regain its original Good Order counter
during a mission through first rallying Steps up to Fire/Assault Teams and
then reconstituting the teams into a squad.

The experience level of the Reconstituted unit, however, is based on the


experience level of the LATs used for reconstitution (Line for Assault Teams,
Green for all others) and the Average Experience Levels Calculation Chart in
the Charts and Table Play Aid (also
12.6).

Example:
An A rated German Fire Team could
join an S rated Fire Team in order to
Reconstitute to a 2-step A rated
German Squad (or an S rated squad
if all A rated squads are already on
the map). However, two S rated
German Fire Teams would only be
able to Reconstitute as an S-rated
squad.

(Generic A rated assault squads with Point Blank range are not armed with
machine guns and so two of them would not be able to reconstitute to a full A
rated squad.)

Headquarters
Reconstituting an HQ is returning an HQ unit to the map that has
been Removed from Play by converting an eligible Good Order step into the
desired HQ unit. Reconstituted HQs always enter play as Green experience.
Follow the instructions below depending on the kind of HQ being
reconstituted. CO Staff may not be reconstituted during a mission.

A. Reconstituting a Platoon HQ
A Platoon HQ may be reconstituted from a CO Staff unit,
or any Good Order step from that Platoon with a
Reconstitute a PLT HQ Action (4.2.1.d). No Attempt is
required for this action, however it requires an HQ to give
the order even if carried out as part of General Initiative.

Any eligible unit can be used; no chain of command restricts who can
be used in sequence to replace a PLT HQ. Place the reconstituted HQ
unit on the card and reduce the unit used for reconstitution by 1 step
(remove the Co Staff unit from play if used, place a Fire Team or
Assault Team as desired if only one step of a squad unit remains).

B. Reconstituting the Company HQ (CO HQ)


The Company HQ reconstitutes from its XO, any Platoon
HQ, Arty FO, 1st Sergeant, then CO GySgt—in that order.
If a higher-level unit is still in play, but on its Fire Team
side, it must first be Rallied (6.5.1) then used to
reconstitute the CO HQ; it cannot be skipped over unless
Removed from Play. For example, for the 1st Sgt to be able to
reconstitute the CO HQ, the XO, all PLT HQs, and the Arty FO must
have been removed from play.

No attempt is required to use a Reconstitute the CO HQ Action


(4.2.1.c), however it requires either the BN HQ or CO Staff to give the
order even if carried out as part of General Initiative.

Note: An HQ on its Fire Team side does not need to be Reconstituted and
can be flipped to its Command Side at its original experience level through a
rally Action (6.5.1).

Reconstitution & Rallying Example


1st PLT HQ, 2/1 Squad (4 steps) and 1/1MG (2 steps) come under heavy fire and
take damage.

1st PLT HQ has been Removed from Play after becoming a generic Paralyzed Team,
2/1 Squad has also been removed from play after all of its Steps were reduced to
generic LATs (1 Paralyzed Team, 2 Casualties and a Fire Team). 1/1/MG is on its
named Fire Team side so is not considered “Removed from Play”.

A couple of turns later, when the fire has stopped, 1st SGT appears and attempts to
patch the units back together. Having been Removed from Play, Recovering 1st PLT
HQ is a priority however an HQ that has been reduced to a generic LAT cannot be
recovered through Rallying commands.

Therefore, 1st Sgt spends 6 command points as follows:


1 to Rally one of the Paralyzed Teams to a Litter Team.
1 to Rally the Litter Team to a generic Fire Team.
1 to Rally the other Litter Team to a generic Fire team.
Having three Fire Teams available, 1st Sgt Attempts to Reconstitute 2/1 squad. The
Attempt is a success and 2/1 is placed on the card on its 3-step side. The three
generic Fire Teams are removed. This cost 2 points.
With only 1 point left, 1st Sgt Reconstitutes 1st PLT HQ from 2/1 squad. 2/1 is
reduced to a 2-step squad and 1st PLT HQ is placed on the card.

Later 1st Sgt can use a Rally order to return 1/1/MG to its 1-step Good Order side.

Note how we do not need to keep track of which LATs originally came from which
units. It doesn’t matter that the Litter Team actually used to be 1 step of 1/1/MG, we
can still use it to Reconstitute 2/1 squad.
7.0 Weapons and Fire Support
You will encounter a wide variety of weaponry during the various campaigns in Fields
of Fire, from individual sniper rifles, through squad support weapons and up to
company-level support teams and vehicle-mounted heavy guns.
Each weapon type will generate a particular VOF, and some have additional
capabilities such as being able to shoot over the top of intervening units, lay down
lanes of fire, bring down indirect fire, or take on vehicles in an Anti-Tank role. See the
Weapons Capability Chart on the Charts & Tables Player Aid for a summary of the
abilities of the various weapon types.

7.1 Small Arms


Rifles, carbines, assault rifles, and magazine fed
light machine guns produce a Small Arms (S) VOF.
Units equipped with assault rifles may instead
produce an Automatic Weapons (A) VOF, but only
at Point Blank Range, the A/S VOF (6.2.2).

7.2 Machine Guns


These are belt-fed machine guns that generally produce an
Automatic Weapons (A) VOF.

7.2.1 Tripod Mounted Machine Guns


An arrow symbol over the A indicates the MG is on a
heavy tripod mount.
Tripod mounted Machine Guns benefit from a more
steady aiming base and sustained-fire capability and are
often of larger caliber. They usually produce an Automatic Weapons
(A) VOF, though some may produce Heavy Weapons (H) VOF. The
following additional rules apply:

● Tripod-mounted machine guns are capable of Grazing Fire


(7.2.2), Overhead Fire (7.2.3) and Final Protective Lines
(FPLs) (7.2.4).
● Draw one extra card when making an Attempt to Concentrate
Fire with a tripod mounted machine gun (7.11).
● Tripod mounted machine-guns may not fire at all if marked
Exposed and can never use Infiltration movement.

7.2.2 Grazing Fire.


Normally, when firing along a PDF into another card, the VOF is
exerted into the closest occupied card along the PDF and within LOS.
However, if a tripod-mounted machine-gun unit is firing at range (not
at Point Blank), it exerts its VOF into every card along its PDF up to its
maximum range as long as all the cards are at the same elevation, or
all uphill/all downhill (see diagram below) and LOS exists.

Example
A Japanese tripod-mounted HMG is placed in the Potential Contact
Evaluation Segment and opens fire at a US Assault Team
approaching from the Dunes. There is clear LOS to the beach and out
into the surf. Automatic Fire VOF is placed on all cards up to the
HMG’s range of V.

.
7.2.3 Overhead Fire.
Tripod-mounted machine guns and units with a Heavy Weapons VOF
Rating are capable of Overhead Fire. The following intervening troops
can be fired over with these weapons:
○ A unit which is on the same level as the target and at least one
level lower than the firing unit.
○ A unit which is on the same level as the firing unit but at least
one level lower than the target.
○ A unit which is on a lower level than both firing unit and target
Do not place a VOF marker on the card being fired over.

Like other units, weapons capable of Overhead Fire will automatically


exert their VOF into the closest opposing units along their PDF (as per
6.1.2), but they may be ordered to shift fire over lower units to target
enemies further away if necessary.

Example 1: A tripod-mounted machine gun is at level 2 elevation, a


friendly unit is adjacent at level 1 and an enemy unit at Long Range is
on level 3. The tripod-mounted machine gun can fire on the enemy
unit and no friendly VOF is placed on the friendly occupied card.

Example 2: A tripod-mounted machine gun is at level 1, a friendly unit


is adjacent, also at level 1 and an enemy unit at Long Range is on a
hill at level 2. The tripod-mounted machine gun can fire on the enemy
unit and no VOF is placed on the friendly card.

7.2.4 Final Protective Lines (FPL).


FPL is a form of ‘emergency’ fire, where tripod mounted guns fire
continuously along a fixed line across the front of friendly units, as a
last ditch attempt to stop an enemy assault. The following rules apply:

● In Defensive Missions FPL Tactical Control Markers may be


placed on tripod-mounted machine guns to indicate they are
set for FPL (limited by the control marker counter mix).
● The FPL Marker indicates the direction (always a diagonal)
that FPL will be exerted when activated.
● Machine guns designated with an FPL control do not react to
enemy units appearing in their LOS or entering their card
unless given a Shift Fire order. In which case they lose their
FPL marker and begin acting like regular HMG units.
● While marked with an FPL marker, the guns may not be moved
either to an adjacent card or within their current card.
● To initiate the FPL, an order must be given by the CO HQ
(either directly, with a pyrotechnic, or via another unit on the
same card as the FPL marker that is in communication with the
CO HQ).
● Once the FPL starts firing they will continue until they run out
of ammunition or they receive a Cease Fire or Shift Fire
Command. In which case the FPL marker is removed and they
begin to act like any other HMG.
● An FPL generates a Heavy Weapons VOF (-3) on all cards in
LOS along the diagonal PDF, and uses two ammunition points
per turn. Do not apply any modifiers or range restrictions
caused by Limited Visibility.
● FPL can fire along a single elevation (utilizing Overhead Fire),
uphill or downhill, but not both (see diagram below).

Example
Grazing Fire and FPL lay VOF along all cards in range and at the
same elevation if they are firing in a straight line. They can be made to
fire uphill or downhill, but not both. When there is a choice of
directions to fire in (downhill or straight across a valley for example),
units capable of Grazing fire will aim at the closest enemy unit along
its PDF first.

7.3 Mortar Teams and Mortar Sections


7.3.1 Restrictions
The following rules apply to mortar teams and mortar sections:
● Mortar units cannot fire at Point Blank range (their own card).
● You may not have them fire from Building, Bunker, Cave, or
Pillbox cover, or from Woods or Jungle terrain cards.
● They cannot fire at all if marked with an Exposed marker, and
they can never use infiltration movement.
● Both friendly and enemy mortar units are able to fire over the
heads of their own troops without restriction.

7.3.2 Direct and Indirect Lay with Mortar Units


On-map mortars have two methods of lay, “lay” meaning how they
engage targets. Direct Lay is when the mortar crew can observe the
target themselves and don’t need an observer. When they are used
this way, they fire just like any other infantry unit. One-Step mortar
teams may only use Direct Lay. Multi-step Mortar units in
communication with an HQ can also be used for Indirect Lay. This
requires a Call for Fire from On-map Mortar order (4.2.4.j).

Direct Lay
When firing Direct Lay, the H-rated Mortar Section places a Basic
Heavy Weapons VOF and a PDF automatically like any other H rated
unit.

The G! rated Mortar Teams, like other G! Rated units must be ordered
to attempt to make a grenade attack, and this must fire along an
existing PDF. Unlike other G! rated units however, if no PDF exists,
they can place their own and attempt to make a Grenade Attack on
any opposing units in LOS. This PDF makes it eligible to help qualify
for Crossfire, even if the attempt fails (This is an exception to 7.10.1
rule on Grenade Attacks along existing PDFs).

Remove the PDF in the Clean Up phase.

Like other direct fire, direct lay is subject to the Terrain Effects dictated
by the card borders that the fire crosses (5.2).

Indirect Lay
Indirect Lay involves employing indirect fire using an observer just like
off-map artillery and mortars (7.16). Only the multi-step Mortar Section
may use Indirect Lay.

Indirect Lay firing requires someone who is eligible to command the


Mortar to spot for them and give them an order to call down fire. This
could be the CO HQ, CO Staff or it could be a Plt HQ that the mortar
section is attached to (2.3). The mortar can either have its own radio
or phone or be co-located in the same area of a card with another HQ
that has a radio or phone (this is considered “good enough” - the HQ
simply relays the order, they do not have to be eligible to command
the mortar section).

There is no card draw; simply place the Heavy Weapons VOF on the
target card. Note that the Mortar will not continue to do this every
turn—it will need to be ordered every time you want it to fire Indirect.
Remove the Heavy Weapons VOF in the Clean Up Phase.

Indirect Lay orders supersede Direct Lay. So if a Mortar Section is


ordered to carry out Indirect Lay, it will not place a Direct Lay PDF
and any Direct Lay PDF and VOF it had already placed will be
removed.

When using Indirect Lay, the target must be in LOS of the observer
(the HQ who will order the fire). The mortar section itself does not
have to trace a straight LOS to the target, but must be in range traced
in cards, including diagonally, and not including the card the mortar
occupies. A card occupied by both enemy and friendly units is a valid
target for Indirect Lay.
When firing Indirect Lay the mortar does not place a PDF, thus it does
not help qualify a card for Crossfire. Indirect Lay is treated the same
as Incoming! in regard to terrain effects (i.e., it can use the ‘lower’
number and also the burst modifier on some cards). It is treated as a
regular Heavy Weapons VOF for all other modifiers.

Indirect Lay Example

The Mortar Section is attached to


1st Platoon. It has placed an
automatic PDF and Heavy
Weapons VOF on the German
Litter Team in its LOS (which is a
somewhat wasteful use of its
ammo).

1st Plt HQ is engaged with a


German squad. Because they have
LOS to the squad and are in
communication with the Mortar
Section, they can order Indirect Lay.
The Mortar Section does not need
LOS, it only needs to be in range (2
cards away, no direct line is
necessary). The order is made, the
Mortar Section’s Heavy Weapons
VOF is placed on the German squad for the remainder of the turn.

7.4 Rocket Launchers / Recoilless Rifles


Light rocket launchers and recoilless rifles have a Grenade (G!) VOF (7.10).
Heavy, tripod-mounted versions have a Heavy Weapons (H) VOF. No RKT or
RCL may fire from Building, Bunker, Cave or Pillbox cover. H VOF RKT/RCL
may conduct Overhead Fire but cannot fire at all when marked with an
Exposed marker. Some types of rocket launchers enter play as asset
counters on regular units and are expended as such when used, e.g.
Panzerfaust and B40/RPG2/7 rockets.

7.5 Hand / Fragmentation Grenades


You may only use these at Point Blank range (although see 13.9 for
exceptions in Urban Combat). All units with VOF ratings are equipped with
hand grenades and they do not have to be tracked (7.10).

7.6 Rifle Grenades


Rifle Grenades have a Grenade (G!) VOF. Some units receive one or two
allotments of Rifle Grenades at the beginning of a mission. When fired they
are expended (whether they hit successfully or not). They are not transferable
among units. Units equipped with Rifle Grenades place their normal VOF
based upon their VOF rating, but also can be ordered to Attempt to Make a
Grenade Attack to attack with their Rifle Grenade (7.10).

These weapons were high angle fire weapons, so as with mortars, you cannot
fire them from under a Building, Bunker, Cave or Pillbox Cover marker.

7.7 Grenade Launchers (Vietnam and later)


Grenade Launchers have a Grenade (G!) VOF. You may have a grenade
launcher fire from under a Building, Bunker, Cave or Pillbox Cover marker
because its trajectory is much flatter than that of a rifle grenade. Since
Grenade Launcher ammunition is small and light and the standard load is
large, you do not have to track it. Any unit from Vietnam or later that has a
superscript G! VOF is considered to have either dedicated (e.g. M79) or
Under-Barrel Grenade Launchers (e.g. M203).

7.8 Armored Fighting Vehicle / Tank


All medium and heavy tanks have a Heavy Weapons VOF (H), which is a
combination of the vehicles’ machine guns and cannons. As H VOF rated
units these vehicles may conduct Overhead Fire. Light Tanks and other
Armored Vehicles may have an A or G! VOF.

7.9 Mines and Claymores


7.9.1 Mines
Anti Personnel mines produce a VOF that mainly affects
infantry units, but does have a limited effect on vehicles
too (against wheels/tracks).

Have any infantry unit or vehicle, friendly or enemy, that


enters or moves within a mined card check for a mine
attack by drawing three cards for each unit (as indicated
on the counter). If any card contains a Burst icon (including multi-burst
and short icons), then the unit has been hit; flip the Mine marker to the
explosion side and place it on the affected unit(s) as a reminder to
implement the hit(s) during the Combat Effects Segment. Mine checks
must continue to be made whenever a new unit enters or moves
within the card even after being triggered. Place all newly hit units
under the Mine marker.

You do not need to check for a mine attack when a unit leaves a
mined card. Unless otherwise mentioned in the mission instructions,
you cannot remove a minefield.

For infantry units, the VOF for a mine is –4 and for Vehicles the VOF
has an AT modifier of –2.

7.9.2 Claymore Mines


Claymore Mines may be available as assets in some missions.
Mission instructions will indicate how they can be set up. At the end of the
Enemy Activity Check Segment, the Claymore is placed on one enemy unit
on its card. If multiple units are present, determine randomly which one to
attack. Resolve a –4 VOF against that unit in the Combat Effects Segment.
Remove the Claymore in the Clean Up Phase.

Note: Mines and Claymores are not affected by Visibility modifiers.

7.10 Grenade Attacks


Grenade Attack refers to any attack from a G! rated weapon. It
represents the use of hand grenades in close assaults, but also
where an explosive projectile is fired at the target, such as
ranged grenade or rocket launchers and even up to
small-caliber, slow firing Anti Tank guns.
Note: Close Assaults are abstracted in Fields of Fire, but a
Grenade Attack against units or vehicles on the same card represents closing
with the enemy and using all available weapons, including hand grenades
and bayonets, to clear the position.

Grenade Attacks are carried out according to the following rules:

7.10.1 Attempt to Make a Grenade Attack (4.2.4.d)


Direct a Grenade Attack at one specific unit out of cover or a stack of
units under a Cover marker.
● Any unit with a printed VOF may Attempt to Make a Grenade
Attack against an enemy in the same card.
● A unit with a G! VOF Rating and a printed Range may Attempt
to Make a Grenade Attack out to its printed Range.
● A unit with a G! superscript above a different VOF Rating may
Attempt to Make a Grenade Attack at enemy units in an
adjacent card (Close Range).
● Ranged Grenade Attacks may only be carried out along an
existing PDF. (Although see 7.3.2 for an exception regarding
G! Rated mortar teams).
Draw two cards, modified for the firing unit’s Experience Level. The
Attempt to Make a Grenade Attack is successful if the Grenade icon is
present on one of the cards. Place a Grenade VOF on the target (a
single unit out of cover or a stack of units under a Cover Marker).

7.10.2 Grenade Attack VOF value


Mission instructions will tell you which rating, -3 or -4, to use for each
side. US grenades are generally rated -4. Do not apply the Rain/Snow,
Fog, Smoke, or Light Level modifiers to this VOF when calculating the
NCM.

Unlike other VOF, multiple Grenade Attack VOFs can be placed on a


single target; the VOF value is cumulative.
Note: As per 5.2.4, when a stack of units under a cover marker is
attacked by a Grenade VOF, for every step above three in the stack,
each unit attacked receives a –1 NCM penalty.

7.10.3 Grenade Attack Critical Hit


If two or more cards with grenade icons are drawn, a Critical Hit
occurs with the following results:
● Target loses the benefit of cover markers (including field
fortifications and buildings) when calculating the NCM during
Combat Effects.
● If the target unit is not under a cover marker, two Grenade
VOF markers are placed on it and both are counted in the
NCM calculation (so a VOF of -8 for a US Grenade Attack).
● The total effect of stacked Grenade counters and/or loss of
cover benefits should be taken into account when determining
the Best (lowest) VOF to use in NCM calculations.(6.4)

7.10.4 Missed Grenades


If a Grenade Attack fails, place a Grenade Miss Modifier marker on
the target card if one is not already present (6.2.4). All occupants of
the card suffer the effects.

If the target of a successful Grenade Attack Moves prior to the


Combat Effects Segment, either to a different card or within its current
card, the Grenade Attack is treated as Grenade Miss.

If a Grenade Miss Modifier Marker remains by itself on a card with no


other VOF markers, it is treated as a -1 VOF marker in the Combat
Effects Segment.

7.10.5 Free Grenade Attack Response


When a Good Order unit has a Grenade Attack attempted on it
(whether successful or not) from the same card, it automatically
makes a free Attempt to Make a Grenade Attack at the unit that tried
to attack it, unless the attacking unit is unspotted.

A LAT with a VOF will make a free Attempt to Make a Grenade Attack
against any spotted unit which makes a successful Grenade Attack
against it.

Note that if a stack of units under a Cover marker was attacked, every
unit eligible to make a Free Grenade Attack response will respond.

7.10.6 Clean up
Remove any Grenade Attack VOFs and Grenade Miss Modifier
markers in the Clean up Phase.
Examples
3rd PLT HQ and 1/3 Squad are engaged in
point blank combat in a Village (+3 terrain
cover). Noting that the Germans have
overcrowded their light cover, 3rd PLT HQ
orders 1/3 to carry out a Grenade Attack.The
attempt is made, but it’s a Miss. The two Good
Order German units make a Grenade Attack
Response. 1/1 PLT Miss. 1/LMG score a Hit.
The German Assault Team is not eligible to
make a Grenade Attack Response against a
Missed attack.
German NCM= +3 (+3 terrain, +1 cover, -1
Grenade Miss, +0 Small Arms Fire)
US NCM= 0 (+3 terrain, +3 Cover, -4 Grenade
Hit, -1 Grenade Miss, -1 stacking penalty for
having 4 steps under cover)

1/1 Squad, 1/LMG and 1/Mtr are under an Automatic


Weapons VOF (–1). 1/1 Squad suffers two successful –4
Grenade Attacks and one Grenade Miss. NCM is calculated
as follows:
1/LMG & 1/Mtr 1/1 Squad

Terrain: +2 Terrain: +2

Automatic VOF: -1 2x Grenade Attack VOF: -8

Modifier: Grenade Miss: -1 Modifier: Grenade Miss: -1

Total NCM: +0 Total NCM: -7


Note how Successful Grenade Attacks are cumulative, and
that Modifiers such as Grenade Miss always hit everyone.

7.11 Concentrated Fire Attacks


A Concentrated Fire Modifier represents VOF in addition to the Basic VOF
against specific targets within LOS and along the PDF of the firing unit. It
contributes –1 to the Net Combat Modifier.

You may Attempt to Concentrate Fire with any unpinned Combat Units with
an S, A, A/S, or H VOF Rating. The target may be:
● A stack of spotted units under a specific Cover marker
● A random, spotted, opposing unit out of cover (draw a R# to select).
Note: Draw a new random target for each attempt in the out of cover
area during a Platoon Concentrated Fire Attempt (4.2.4c).

Draw two cards, modified for the firing unit’s Experience Level (plus one
additional card if firing a tripod-mounted machine gun). The attempt is
successful if the Crosshairs icon is present on at least one of the cards. If the
attempt fails, nothing else happens—there is no additional ammunition
expenditure or modifiers.

If the attempt succeeds, place a Concentrated Fire marker on the target. If the
target is a Cover marker, the Action affects all units under the Cover marker.

If two or more cards with Crosshairs icons are drawn, a Critical Hit occurs and
the target loses the benefit of Cover markers (including field fortifications and
buildings). If the target is not under a Cover marker then place a second
Concentrated Fire Modifier marker on the target. Multiple Concentrated Fire
Modifier markers can affect a single unit, the modifiers are cumulative.

If the firing unit tracks ammunition, it uses one additional ammunition point for
each successful attempt made during the turn. Remove Concentrated Fire
markers in the Clean Up Phase (6.5.1).

The Concentrated Fire marker is removed if LOS is subsequently lost due to


Smoke or Incoming!, if the unit Shifts or Ceases Fire, or if the target moves
away (to another card or under cover). Additional ammunition is not used in
this case.

7.12 Jam
A Weapons Team or squad unit (armed with a belt-fed machine gun, rocket
launcher, recoilless rifle, or similar Weapon that has an A, G!, or H VOF) that
draws a card containing the word “Jam” when attempting a Grenade Attack at
close range or attempting to Concentrate Fire has experienced a serious
Weapons malfunction.
Remove the unit from play and replace the Steps with Generic Fire Teams for
the era.

7.13 Demolition Charge Attacks


Demolition charges (DEMO) can serve several different
functions in the game. They may be used to attack a specific
occupied Cover Marker, destroy a field fortification, seal a cave
entrance, or create a breach in urban terrain. Mission /
Campaign Instructions indicate what units are eligible to use
DEMO and how many Demolition Charges are available.
Demolition Charges are Assets and are expended like ammunition.

Demolition Charges may be thrown or placed. When using a Demolition


Charge in a card with a VOF (whether or not it is affecting the Demo unit) it
must be thrown, otherwise it is placed. Placement of a Demolition Charge is
automatic when ordered. When thrown it is treated like a Grenade Attack
(thus requiring an attempt). If the attempt fails then the Demo Miss VOF
marker is placed (–2 NCM) and affects all occupants of the card in the combat
phase.
Unlike Grenade Attacks, if the occupants of a successful Demo Attack leave
the Cover marker, field fortification, cave entrance or urban terrain prior to the
Combat Effects Segment, the attack is not treated as a Demo Miss, the attack
will still have the effects listed below. Remove all Demo and Demo Miss
markers in the Clean up Phase.

Demolition Charges that are successfully thrown or placed on a specific


Cover marker or field fortification have the following effects in the Combat
Phase:
1. All occupants become Casualties
2. If the target is a Bunker or Pillbox it is removed and replaced with
foxholes
3. If the target is a Cave Entrance, it is sealed and removed from play
4. All other Cover markers remain in play.

In Urban Terrain (13.0), a successfully placed or thrown Demolition Charge


will have the following effects in the Combat Phase:
1. All enemy occupants of the specific card section attacked are
considered HIT. Immediately draw a card for each unit to determine
the hit effect.
2. A Breach marker is placed (13.6)

7.14 Flamethrower Attacks


Flamethrowers, whether man-portable or Vehicle-mounted, can
be used to attack a specific enemy Cover or field fortification
(Foxholes, Trenches, Bunkers, Pillboxes or Buildings).

The following procedure applies:

● No Attempt draw is required to make a Flamethrower Attack


● When ordered, place the Flamethrower Attack marker on the
targeted enemy Cover or field fortification and expend one of
the two available shots per Flamethrower Asset.
● In the Combat Phase, prior to other combat being resolved,
any targets of a Flamethrower Attack are considered
automatically HIT, with the hit result being determined normally.
● If the target was a Bunker or Pillbox it is removed from play.
● If the target was a cave entrance, the surviving occupants
retreat into the cave and are removed from play.

Finally, place any occupants that do not become Casualties outside


the field fortification or Cover and mark them Exposed, at which point
they are then attacked by the general VOF and Modifiers for the card.
They also remain subject to any Concentrated Fire that was targeting
the Cover or field fortification.
Vehicle-mounted flamethrowers function the same, but some may be
able to attack at Close Range as well as Point Blank, and they carry
more fuel.

7.15 Snipers
Units with a VOF rating of S! are Snipers.
Unless otherwise engaged, Snipers will open fire automatically
according to sniper target priorities (6.1.1). They place two
VOF markers on their target card. Small Arms (+0) and Sniper
(-3).

At the beginning of each Combat Effects Segment, select one random target
on the card with the Sniper’s VOFs and move the Sniper VOF
onto it. Units under cover markers are eligible targets, but only
one unit will be affected. If some units on the card are marked
as Exposed, select the target from those units only. The rest of
the card will only be affected by the Basic Small Arms VOF.

A Vehicle is also an eligible target. If selected, leave the Sniper VOF on the
vehicle until it is resolved in the following turn Vehicle Phase. Unless it is
selected in this way, only the Small Arms VOF can be resolved against
vehicles in the vehicles phase (the Sniper requires time to target a vehicle’s
crew). Sniper VOF has an AT modifier of +1

HQs on a card targeted by a Sniper suffer a -3 command draw penalty,


regardless if they were previously targeted or not.

Enemy Snipers have their own priorities, separate from normal enemy units.
Their behavior is covered in 8.8.

7.16 Indirect Fire Missions


Fire missions are requests for support from off-map artillery,
mortars, and air strikes, and are collectively referred to as Fire
Support. The instructions in your Mission Book will list the Fire
Support Available for your mission including the following
details:
a) The organizations providing the fire support
b) The available types of Fire Missions
c) The VOF of each Fire Mission
d) The eligible observers and number of cards each is allowed to draw
when attempting a Call for Fire Action
e) The number of Fire Missions available for each
type of Fire Mission

In order to receive Fire Support you must first make an


attempt to Call for Fire Action. First make sure that the
prerequisites (7.16.1) are met, then select the type of Fire
Mission you want to make (7.16.2). Finally, resolve the attempt (7.16.3).

7.16.1 Call for Fire Prerequisites


Target
You may only attempt a Call for Fire Action on a valid target. For most
Fire Missions a card with a spotted enemy unit, including one on a
jointly-occupied card or even the same card as the Spotter, is a valid
target. For Smoke/White Phosphorus intended to conceal or screen
movement, however, it may target any unoccupied card, or a card
containing unspotted enemy units (7.16.2C).
Exception: A Spotter may Call for Fire on an empty card which it has good
reason to believe a Spotted vehicle will move into during the Vehicles
Phase in order to catch it as it moves.

Availability
You may only attempt a Call for Fire Action if you have an available
Fire Mission. The Fire Support Available Table in the mission
instructions for your campaign in the Mission Book indicates how
many missions of each type are available. Mark them on the Mission
Log when expended.

Eligibility
The Draws columns of the Fire Support Available Table indicate which
units can function as observers; i.e., which units can attempt a Call for
Fire Action. You can use only the indicated units to Call for Fire. Some
Missions allow for CO HQs (and even PLT HQs) to Call for Fire. They
are capable of doing this via the CO TAC Net or the BN TAC Net (in
the CO HQ’s case). The number of card draws is based upon the
actual observer. The card draws for HQs are lower to signify that the
process is less efficient when not handled by an FO.

LOS
The eligible observer must have LOS to the intended target.

Communication
The eligible observer must be in communication with both the
Originator and the firing agency; i.e. an FO who is ordered by an HQ
to Call for Fire needs to be in communication with that HQ to receive
the order and to be able to communicate on the appropriate Fire
Direction (FD) Net. Since they cannot use the CO TAC Network,
generally they must move with an HQ or operate on General Initiative.

Call for fire examples:


● An Artillery FO can be ordered to attempt a Call for Fire Action
by an HQ in Visual-Verbal communication. The Arty FO
communicates with the Artillery as the firing agency with the
Arty FD Net radio.
● When the CO HQ is eligible to call for fire, they use the BN
TAC Net to communicate with the firing agency.
● When PLT HQs are eligible, they use the CO TAC Net to
communicate with any firing agency (the CO HQ relays the
PLT HQ to the appropriate network without the use of any
additional Commands).
● In the same way, usually the Mtr FO can call for artillery and
the Arty FO can call for mortar on their own Networks, it's
just less effective.

7.16.2 Available Fire Mission Types


A. High Explosive (HE)
This is the most common type of Fire Mission, intended to cause
enemy casualties.

B. Battalion Fire Mission


A Battalion Fire Mission is only available to artillery. If a drawn card
contains the 3-Bursts icon and if the mission instructions say Battalion
Fire Missions are available for the firing agency, then you may perform
a Battalion Fire Mission. Choose two Terrain cards bordering the
original target card; place a Pending Fire Mission marker on these
cards too. These two cards do not have to be in the LOS of the
observer.

C. Smoke / White Phosphorous (WP)


A Smoke Mission typically creates smoke for screening the movement
of friendly forces or marking targets for air attacks. A WP Mission is a
combination of HE and smoke and so has both blast and screening
effects, though neither of these is as effective as an individual Smoke
or HE Mission. WP is most often used to mark targets for air attack.
This type of Fire Mission may target an unoccupied card, or a card
containing unspotted enemy units, in order to screen friendly forces
and movements.

D. Final Protective Fire (FPF)


This is a pre-registered Fire Mission used during Defensive Missions.
If an FPF Mission is listed as available in the Mission Instructions,
place an appropriate FPF Marker (Artillery/Mortar) before the mission
begins on any card not occupied by friendly forces and within LOS of
an observer.
The intent of FPF Missions is to break up enemy assaults. When
called, the firing agency fires the mission at rapid-fire until it either
runs out of ammo (indicated by the number of remaining HE Fire
Missions) or until told to stop by any FO or HQ capable of calling for
Fire Missions.

E. Illumination
Parachute flares fired to provide illumination during night missions.
These can be dropped anywhere on the map with a successful Call for
Fire. LOS from FO to target card is not required (9.2).

F. Time-on-Target (TOT)
This is a more complex Fire Mission where all rounds of the first volley
hit the ground at the same time. It is effective, but it takes time and
planning.

G. Air Strike
For real world commanders, this mission is more complex than a
standard Call for Fire, and is delivered from helicopters or fixed-wing
aircraft. This type of Fire Mission has the additional prerequisite of a
“mark.” A mark is a visual cue intended to aid the pilot in identifying
the target.

You must first place a mark before you can attempt an Air Strike, thus
it takes two Commands. A mark is either a colored smoke pyrotechnic
placed on the closest friendly card to the target or a WP Fire Mission
on the intended target. An Air Strike can be called while the WP Fire
Mission is still Pending.

Note: This process is deliberately complicated by the restrictions on


ordering single units to carry out the same order twice in an impulse
(Call for Fire). Different commands, more time, multiple units or a
lucky General Initiative draw are needed to carry out an Air Strike in a
single turn.

7.16.3 Resolving an Attempt to Call for Fire


● Draw a number of Action cards, modified by Experience Level,
as indicated in the mission instructions for the type of Fire
Mission being performed.
● The attempt is successful if a Burst icon (including the 3-Bursts
icon) is present on one of the cards.
● If successful, place a Pending Fire Mission marker on the
target and expend an available Fire Mission on the Mission
Log.
● If not successful, do not place any markers and do not expend
an available Fire Mission.
● Flip all Pending Fire markers to their Active (Burst icons) sides
in the Fire Mission Update Segment.
● Incoming VOF is not affected by any visibility modifiers.
Note: Illumination missions are placed immediately without a
Pending marker, then removed in the Clean Up Phase.

7.16.4 Short Rounds


One of the inherent dangers of indirect fire is a “short round.” The
complexity of the procedure coupled with the stress of combat means
that from time to time a Fire Mission does not hit its intended target.

If a drawn card contains the Burst icon with the word “Short” in it, the
“Short” draw takes precedence over any other draw made in that call
for fire. The Fire Mission has gone awry. If the firing agency was
artillery or mortars, place the Pending Fire
Mission marker one card closer to the
observer along its LOS, unless the
observer is calling in fire on their own
position (the observer occupies the target
card). In this case, randomly choose a
bordering card and place the Pending Fire
Mission marker there. When a “Short” is
drawn for an Air Strike or for Attack
Helicopters (10.8.4), randomly choose a
card bordering the mark and place the
marker there.

7.16.5 Registered Targets


The instructions for some missions indicate that you can
begin the mission with a registered target for off-map
artillery (but not mortars). If so, place a Target marker on
the card of your choice.

You may also place a Target marker on a card after a successful Fire
Mission on that card from either off-map artillery or off-map mortars.
You can have no more than one Target marker in play per firing
agency. Make a note on your logsheet of which firing agency a Target
marker is related to.

Remove the Target marker if the firing agency fires at a different


target. Enemy units can place one Target marker per Incoming
Package type (e.g. one each for Artillery, Mortar and Heavy Mortar in
the Naktong River Campaign).

Add another card to the draw for an Attempt to Call for Fire from an
Off-Map Firing unit (4.2.4i) for any fire by the registered firing agency
on the card containing its Target marker.

7.17 WP Smoke & Tear Gas


In addition to their screening effect, WP Smoke and Tear Gas can be used
offensively as described in the Pyrotechnic rules in 4.3.6

7.18 Ammunition
Note: Tracking ammunition can be fiddly whether using on-map markers or
making tick marks on the log. If you are still learning the system, you may
want to set aside all tracking of ammunition. It could change play balance
dramatically to not track certain types of ammo, so it is recommended to learn
with the Starter Scenarios that are designed with the non-tracking of ammo in
mind.

Managing limited ammunition is a critical aspect of modern infantry combat.


You must track ammunition expenditure for units that require it, both friendly
and enemy, on the Mission Log or with ammo counters. Whenever any of the
following weapons fires, including when Pinned, indicate the expenditure of
an ammo point on the Mission Log or if you are using the ammo counters,
rotate the counter once to indicate expenditure.

Ammo markers are also used when transporting ammo around the map.

Ammo markers only depict the basic types; in some missions there are
various specific calibers and you must note them on the Mission Log as
different calibers that are not interchangeable. The number on a marker
indicates the number of ammo points it represents.

You do not keep track of ammunition for small arms (S and A/S VOF rated
units and A rated Assault Teams) or hand grenades.

Note: Some units (like the US Mortar Teams and the German HMGs in the
Normandy Campaign) start with more ammo than they can transport at one
time. Other units will need to transport ammo for them if you need them to
move. Enemy units will drop any excess ammunition if forced to move by Fall
Back or Advance orders while they are still overloaded.

7.18.1 Ammo Types


A. Machine-Gun Ammo (MG Ammo)
Each point represents about 200 to 300 rounds of ammunition. Each
Step of a unit can carry up to six points. Expend one ammo point each
time a belt-fed machine gun armed unit fires. Expend an extra point
whenever a successful Attempt to Concentrate Fire Action is made.
Expend two points each turn that an FPL is used.

A Selection of units which use MG ammo of various calibers


In some missions enemy squads contain machine guns. The Mission
Book will indicate such units. You need to track ammo for these units.

B. Mortar Ammo (MTR Ammo)


Each point represents six to eight rounds. Each Step of
a unit can carry up to two points. Expend one point
each time you have a mortar fire, regardless if it hits or
misses.

If a Mortar Section is reduced to separate Mortar Teams due to


combat effects, assign each remaining team the same number of
mortar ammo as the Section held (ammo is not divided as each ammo
point represents a different number of rounds for the Section and the
Teams).

Example:
A 3-step 66mm Mortar Section with 3 ammo is hit by an FC Hit. Step 1
becomes 1/Mtr Fire Team with 3 ammo, Step 3 becomes 3/Mtr Fire
Team with 3 ammo (Step 2 is a casualty).

C. Recoilless Rifle Ammo (RCL Ammo)


Each point represents two to three rounds. Each Step of a
unit can carry up to three points. Expend one point each
time you have a recoilless rifle unit fire, regardless if it hits
or misses.

D. Rocket Ammo (RKT Ammo)


Use this ammo for units armed with a Bazooka, or
Panzerschreck. Each point represents two to three
rounds, and each Step of a unit can carry up to three
points. Some squads have rocket
launchers, and specific counters are provided for that
ammo (such as Panzerfaust and B40/RPG). Given the
bulky size and weight of rocket ammo, you must track
its use. If an S^G! Rated unit that uses this ammo runs out, it loses its
Close Range G! Capability.

E. Flamethrower (F!)
Place a Flamethrower Ammunition marker under each
flamethrower unit. The Flamethrower Ammunition
marker has 2 shots, or roughly 3.5 seconds of fuel per
shot in game terms. Flip any flamethrower infantry unit
which runs out of ammo to its Fire Team side. When it
receives new Flamethrower Ammunition, it is automatically flipped to
its Good Order side.

Design note: Man-portable flamethrowers were expendable units that


came preloaded with several seconds worth of fuel. When it was
expended the trained operator would be resupplied with another unit.
The US M2-2 flamethrower had 2 x 2 gallon fuel tanks and expended
about half a gallon per second at an effective range of 20m, and
weighed in at 68 pounds.

F. Demolition Charge (DEMO)


The US demolition charge (M37) is a satchel containing
eight 2.5 lb blocks (M5A1) of plastic explosives (C4) for a
total of 20 lbs. The M5A1 blocks could be removed and
fused individually for small demolition tasks or used as
one large charge. Typically the charge was fused with a
time fuse and a fuse igniter. It could also be rigged with an electric
blasting cap connected by wire to a detonator. Throwing a
twenty-pound charge is quite a feat, and getting close enough to a
target under fire could present a challenge.

Only units permitted by the Campaign or Mission Instructions may use


a demolition charge. Demolition charges may be moved about as
ammunition by units not permitted to employ them.

G. Tank Ammo (any Vehicle with A, G! or H VOF)


Tank ammunition represents a combination of main gun
rounds and machine-gun ammunition for the various
machine guns. For flame Vehicles it represents the fuel.
Tanks do not reload during a mission. When their
ammunition runs out, they are no longer combat effective so they
withdraw; remove them from play.

Note: From Vietnam onward, US units have 40mm grenade launchers


with a superscript-G! capability. Because the ammo for these weapons
is small, units carry a sizable number of rounds so they do not run out
of ammo during a mission.

7.18.2 Out of Ammo Units


Running out of ammo occurs when the last ammo point is fired. There
are two ways out-of-ammo units are indicated:
1) If a weapons unit (MG, mortar, rocket launcher, recoilless rifle,
etc.) runs out of ammunition and is a one-Step unit and its Fire
Team side has an S or A/S VOF, flip the unit to its Fire Team
side.

2) If a weapons unit runs out of ammunition and has more than


one Step or it’s a one-Step unit but its Fire Team side has
something other than an S or A/S VOF, place an Out of Ammo
marker on the unit. Until the unit can pick up more ammo, it
has an S VOF Rating and a Range Rating of Close, regardless
of what is printed on its counter.

Enemy units that are flipped to their weapons team side due to being
Out of Ammo may try to leave the map. Those marked with Out of
Ammo markers will continue to fight with their new VOF (8.11.1).

Note: Do not apply this rule until all ammunition has been expended in
the case of units tracking two types (e.g. NVA units equipped with
RPD machine guns and RPG rocket launchers).

7.18.3 Resupply
Resupplying an out-of-ammo unit requires that the out-of-ammo unit
be on the same card as available ammo. If no ammo is on the card
the out-of-ammo unit must either move to an ammo supply or have
another unit bring ammo to the out-of-ammo unit’s card.

Units transporting ammunition can drop it off on a card for free; no


extra commands are required (5.1.6B). A unit with an Out of Ammo
marker or a weapons team on its Fire Team side must be given a
Pickup Order (4.2.2h) to obtain ammo from the card. Remember that a
Pickup Order will mark the unit Exposed.

Upon resupply, remove any Out of Ammo marker and automatically


rally a weapons team on its Fire Team side to its good order side.
Update the Mission Log or use an Ammo Marker to indicate the new
ammo supply points. The unit may resume firing at its original VOF
and Range.

7.18.4 When to adjust your ammo


Units which track ammo do so in the following situations:
● One ammo point is used in every turn that a unit is firing
somewhere (exerting a VOF, whether or not it is effective).
○ 1 additional point is also spent for each successful
Concentrated Fire attempt made in the turn.
○ 1 additional point is used by Machine Guns being used
for FPL.
● One ammo point is used every time a Grenade Attack is used
to fire a ranged G! Rated weapon.
● One ammo point is used every time an AT capable unit uses
AT Fire or Reaction AT Fire (see chapter 10).

It doesn’t matter exactly when you update your ammo, but you should
aim to be consistent so as to not use too much in one turn.
The sequence of play is quite complex and every player has their own
methods for keeping track of information as the turn progresses. The
following rules are therefore only suggestions based on best practices
of current players.:

● Update ammo immediately whenever you have a unit use a


special command such as a Grenade Attack or AT Fire.

● Update ammo of all units that are exerting a VOF in the


Combat Effects Segment.

● Don’t allow a Concentrated Fire attempt if you know a unit


doesn’t have enough ammunition for the turn (1 per attempt
and 1 in the Combat Effects Segment). This applies to
enemies too.
Fields of Fire v3.0 (draft) - Chapter 8 (The Enemy)

8.0 The Enemy


Enemy units are placed on the map during the Potential Contact Evaluation Segment of the
Combat Phase (8.1). While on the map, enemy actions are determined according to Enemy
Activity Check Hierarchies based on their condition and the enemy tactics for the current
mission (8.6). As described in The Basic Combat Principle (6.0), friendly and enemy units
will open fire on each other automatically and besides some exceptions noted in this chapter,
all rules thus far mentioned apply equally to enemy as well as friendly units.

8.1 Enemy Contact


Enemy contact is a function of friendly units
occupying a card with a Potential Contact (PC)
marker combined with the level of Current
Activity. The Current Activity is dynamic,
changing immediately as conditions change.
Review and update the Current Activity level as
the situation changes on the map. This most often occurs as a
result of Enemy Activity Checks, Friendly movement during the
Command Phase, and as Potential Contact is resolved. Place
the Current Activity marker next to the Current Visibility marker
near the top of the map or on the Command Display for easy reference.

The Current Activity Levels in increasing order are:


1. No Contact:
No VOF or PDF markers are on the map (including unactivated mines) and no
enemy units have been spotted.
(The Activity Level does not reduce to No Contact until both of these conditions are
true).

2. Contact:
One friendly-occupied or enemy-occupied card is under a VOF marker, or there is at
least one spotted enemy unit on the map.

3. Engaged:
Two or more occupied cards, (can include friendly-occupied cards and
enemy-occupied cards), are under VOF markers.

4. Heavily Engaged:
Two or more occupied cards are under VOF markers and at least one card has both
enemy and friendly units on it.

8.2 Potential Contact (PC) Markers


Potential Contact (PC) markers control the type (8.3) and location (8.4)
of enemy contact. The markers have two sides. One side has the letter
A, B, or C. The other side has a question mark. The letter represents
the likelihood and severity of enemy contact, with A being the most
severe, and C being the least severe. The “?” is used to hide the
Potential Contact Letter when random markers are placed. It is also
used as a convenient way to mark unspotted enemy units.

8.2.1 Initial Placement of PC Markers for Offensive Missions and Combat


Patrols
For Offensive Missions, place PC markers on the map when setting up a
mission. The mission instructions indicate the type of PC Marker, where to
place them and whether to place them letter side showing or “?” side
showing. Place one marker of the indicated type on each card.

Some missions may dictate placement of enemy forces on the map in


addition to PC markers. If a mission calls for PC markers of different letters to
be randomly placed, select a number of markers of each letter equal to the
number of Terrain cards to be marked. Flip all the PC markers so that their “?”
sides are up, mix them thoroughly, and then place the required number in play
with their “?” sides up.
For example, if the Mission Instructions say to randomly place eight markers
of letters B and C, mix eight letter B markers and eight letter C markers, and
then randomly place 8 of those 16 in play showing their “?” sides.

If there are more cards than PC markers of one letter, simply take all the
markers of the required letters, mix and place them randomly. For instance,
several Vietnam missions say to place PC A, B and C markers randomly on
25 cards. In this case, select all 16 A markers, all 16 B markers, and all 16 C
markers, randomize them, and place 25 of them in play showing their “?”
sides.

8.2.2 Placement of PC Markers for Defensive Missions


In Defensive Missions, the instructions will indicate the timing of PC marker
placement in turns and where to place them (usually a row number). Use the
following procedure to resolve contacts in defensive missions:
● In the Enemy Activity Check Segment, place PC Markers on all of the
cards on the rows indicated.
● Resolve PC markers on cards with friendly units in the PC Resolution
Segment as usual (8.2.4).
● Remove any unresolved PC markers in the Clean Up Phase.

Note: You will soon notice that there is no need to place PC markers
on cards which your units cannot possibly reach during a turn. You
can save yourself some set up time by not placing markers in these
cards.

8.2.3 Event PC Markers


Some Events, such as “Counter Attack” call for additional PC Markers to be
placed on the map. In addition such events may call for an alternative
package list to be used for a certain duration. Missions Special Rules will
cover the exact details on how to carry out such events.

If two PC markers end up on a card due to an event, remove the lower letter
(A is highest).

8.2.4 Resolving PC Markers


PC markers are resolved during the Potential Contact Evaluation Segment of
the Combat Phase. Whenever a friendly unit is on a card with a PC marker,
there is a potential enemy contact. If any PC markers are on their question
mark side, flip them all over before resolving potential contacts. (Be sure not
to flip those “?” that are being used to mark unspotted enemy units).

To resolve a marker, check the Potential Contact Draws Chart (also on hint
card #52) and cross-reference the marker’s letter with the Current Activity
Level. If the cross-reference says “Auto,” you make contact without having to
draw any cards. If the cross-reference is a number, you must draw that
number of Action Cards. If any card drawn contains the word “Contact” in the
upper center, you make contact. If the word “Contact” is not drawn there is no
contact with the Enemy. In either case remove the PC marker. Adjust the
Current Activity marker as enemy forces appear, if necessary (8.1).

If more than one PC marker needs to be resolved, do it in alphabetical order.


Resolve multiple markers of the same letter in random order.

When you make contact, consult the Mission Instructions to determine the
type of contact (8.3). Depending on the mission this may be based on the
letter of the PC marker, its position on the map or the Game Turn.

8.3 Determining Type of Enemy Contact


For each PC marker where contact has occurred, determine the type and disposition
of the enemy. Draw an Action card and check the R# against the Enemy Contacts
List table for the mission. Then look up the result in the enemy package list for a
description of the enemy. Enemy Force Package Tables usually provide the following
information:

Package – Shows the types and number of units to be placed. Common


packages include single units, mines or booby traps and Incoming artillery or
mortar fire. Some packages introduce multiple units across separate cards.
Some potentially have additional units which you may need to draw a R# for.

If a Package gives a choice, such as “Squad or LMG team”, “1-3 Human


Wave Squads”, etc., draw a random number to determine what units and/or
how many to use.

Place VOF/PDF? – Determines whether or not the enemy immediately opens


fire (with Basic VOF or a Grenade Attack). Enemy forces that do not initially
place a VOF/PDF will open fire at the end of the turn during the Clean Up
phase. Assume all packages open fire if this column is not part of the
package list.

Spotted? – Determines if you can see the new unit(s) or not. If Yes, any
eligible units in LOS and Range which are not otherwise engaged will open
fire on it (6.1.1). If No, flip the PC marker to its “?” side and place it on top of
the newly arriving enemy as a reminder the unit(s) is unspotted.

Placement – Explains how to place the package on the map. Including the
distance from the triggering unit and any alternatives which you may have to
draw an R# for.

If multiple units are listed, place those with a ‘+’ sign together on the same card.
Place those separated by a ‘/’ character on separate cards. In that way, a complex
contact may occur from multiple directions simultaneously.

Ammunition for enemy units is also noted. Annotate the back of the Mission Log with
enemy unit and ammo information or use the ammo markers to keep track.

If the generated package cannot be set up because one or more units are not
available due to counter mix limits, disregard the original package and draw
additional cards until you generate a package that contains unit types that are all still
available. Note that all enemy units which are removed from play return to the
counter mix and can be reused.
8.4 Location of Enemy Contact

8.4.1 Distance
Distance is determined on the enemy package list, given in Range (Point
Blank (P), Close (C ), etc. or an instruction such as "Same Card", "Adjacent
card", etc. These indicate the distance of the package placement from the unit
which triggered the PC marker. Alternatives may be available, in which case
draw a R# to decide. Packages with a distance of “Max LOS” or “Max
LOS/Range” cannot be placed at Point Blank range.

8.4.2 Direction
To determine the direction from the triggering unit, draw a random number
and check the Unit Placement Table for the mission.

The direction is relative to the player’s orientation to the map (Front is the
next row toward the top of the map in relation to the player, left is to their left,
etc.) Although Urban Combat may be more complex (13.8.3).

8.4.3 Enemy Package Placement Rules


The following rules apply when placing a new enemy package:

● PDF/VOF: Yes/No
Check to see if the unit places a PDF/VOF (if it doesn’t say, assume
yes). This represents contact being made by the enemy unit opening
fire, or else your units spotting the enemy before they can do so.
○ A unit which places a PDF/VOF must be placed in a position
where it is able to Open Fire on the unit which triggered the
contact. If the package list gives a distance of “Max
LOS/Range”, it means to place at the maximum possible
distance that it is possible to open fire on the triggering unit
from. Therefore you cannot place such a unit outside of its
maximum range or on cards where other friendly units lie in
between the placement card and the triggering unit (unless
Grazing Fire is possible).

○ For units which do not place PDF/VOF (such as Spotters),


“Max LOS” means within LOS up to Very Long Range (3 cards
from the triggering unit) regardless of either side’s weapon
ranges. The actual distance will depend on the terrain’s LOS
restrictions (5.2.1).
● Grenade Attack capable units
The following rules apply when placing enemy packages containing G!
Or G! Superscript (such as SG!) units:
○ G! rated units will open fire with a Grenade Attack unless the
target is a vehicle with no targetable passengers (such as
Jeeps[10.8]).
○ G! Superscript rated units will open fire with a Grenade Attack
if placed at Close range. Otherwise (Point Blank, Long or Very
Long) they will use their main weapon.
○ Units with Basic VOF ratings that are armed with asset
weapons, such as rocket launchers, Open Fire with their Basic
VOF.
○ If a G! rated unit is triggered by a card with only vehicles
present and no passengers that could be affected by a
Grenade Attack (such as Jeeps [10.8]), they do not open fire at
all. G superscript rated units will open fire with only their Basic
VOF.
Note: This is because G! rated units will most likely engage
the vehicle in the next round AT Combat & Vehicle Movement
Phase. A more effective use of their ammunition.
● Friendly Fire
○ Units capable of Grazing Fire will not Open Fire through other
enemy units in order to fire upon the friendly unit which
triggered its package (unless otherwise stated in the mission
instructions).
○ However, units capable of Grazing Fire will Open Fire if enemy
units lie behind friendly units regardless of the risk of Grazing
Fire.
○ You cannot place a package on a card which is along the PDF
of another enemy unit or if it has an enemy VOF marker.
(However you can place one which is along the PDF of a
Friendly unit).
○ Unlike Friendly units, Enemy units will Open Fire on a
Jointly-Occupied card in order to fire on the unit which
triggered it.
(Design note: You will find that in most cases, it is still
advantageous for the Enemy to open fire on jointly-occupied
cards, as their own troops are generally in field fortifications.
This represents interlocking fortifications firing close in to
prevent your units from overrunning the card.)

● You cannot place an enemy package on a card that already contains


enemy units. (Except when placing multiple units of an Enemy
package designated with a ‘+’ sign)

Redraw if an invalid Direction is chosen. If it is not possible to legally place


the entire package (due to lack of counters or because the above
requirements are not possible), redraw the package. If no packages can be
legally placed, the PC Marker is discarded. Be sure to check potential Point
Blank Placements and units which do not need to place PDFs before deciding
if no legal packages are available.

Example 1
1/75mm/RCL triggers an A Potential Contact. The Package description says
to place an HMG, unspotted, on the Right side at Max LOS. Ordinarily a
package would not be able to be placed to the Right due to the blocking CCF
rifle squad. However the HMG is capable of Overhead Fire. It is placed on the
Hill and fires over the rifle squad at 1/75mm/RCL. The PC Marker is flipped
and placed with the HMG to indicate that it is Unspotted. The RCL is also
capable of Overhead Fire, so could be ordered to Shift Fire to the HMG later.
Example 2
1/LMG moves into a Woods card and triggers a B Potential Contact Marker.
The result is “Incoming Artillery with Spotter on Left Side at Max LOS”. The
hill on the far left allows a perfect view to the woods for the Spotter at Very
Long range. Safely Unspotted in a concealed Foxhole the Spotter calls an
artillery strike on the forest while the US units in the same area don’t notice
and continue firing down the hill into the marsh at a German Litter Team.
8.4.4 Potential Contact Marker Removal
Enemy units that Open Fire through intervening PC markers along the line of
fire cause those intervening PC markers to be removed if they are at the
same elevation level (the enemy will not intentionally fire through its own
troops). Enemy weapons do not need to be Overhead Fire capable to fire
over PC markers at a lower level.

8.4.5 Map Expansion


Unless otherwise stated in the Mission Book, the placement of Enemy forces
may cause the map to expand past its original configuration by placing
additional Terrain cards. (Enemies already on the map who move off it do not
cause it to extend; units are simply removed from play.)

To expand the map, draw a new Terrain card from the deck and place it where
needed. If it’s a Hill card, place it and continue to draw new cards to place on
top of it until you get a non-Hill card to place on the top (5.2.2). If an enemy
unit is to be placed at max range, and the Terrain Card allows for LOS to pass
through it, continue to draw Terrain Cards until max range is reached for the
enemy unit, or a Terrain Card is drawn that blocks LOS through it. Keep
drawing out to max range if there is a chance that hills could provide LOS.

As described in 2.4.1, friendly units may not leave the original boundaries
unless specifically indicated by the mission instructions. As such, if a Mission
Goal is to clear a row or column, only those cards within the mission
boundaries need to be cleared, not any new cards outside that appear as a
result of map expansion.

8.4.6 Cover for New Enemy Placements


Place new enemy units under cover markers according to the following
instructions:
● If no specific cover is mentioned in the Package description, refer to
the mission instructions to find the Default Enemy Cover for the
mission. Place the unit under that type of cover marker (if no default is
defined for the mission, place the package out of cover).
● If a specific cover is mentioned in the Package description, use that
cover instead of the Default Enemy Cover for the mission.
● If the units are described as being “In Cover” or “Under Cover” in the
Package description, place them under the Basic Cover for that
Terrain card (either a +1 cover counter or if multiple types are
available, draw on the Urban Cover Probability table to see which kind
of cover to use). If the Cover Potential of the card has been reached,
place the package under any available Basic Cover already on the
card, otherwise place them out of cover.
● If the units are described as Exposed or in No Cover in the Package
Description, do not place them under any cover marker.
● Unless otherwise stated in the mission instructions or Package
description, units placed in Multi-story building cover are placed on the
ground floor.

8.5 Spotting the Enemy


As indicated on the Enemy Force Package Tables, some enemy units are placed in
play automatically Spotted. Many enemy units come into play Unspotted.
A card can never contain both Spotted and Unspotted enemy units. If an Unspotted
unit is ever on a card with a Spotted unit (e.g. by a Spotted unit moving onto its card)
then the Unspotted units immediately become Spotted.
Units will not engage opposing units that are unspotted, either with their automatically
placed Basic VOF, or through specific orders (Shift fire, Grenade Attack, artillery, etc)
even if the unspotted units are engaging them. (See 7.16.2C for an exception
regarding WP Fire Missions).

In order to spot an enemy, a unit must be on the map, and in LOS of an Unspotted
enemy. The unit must be ordered to make a Spot attempt (4.2.4a) during the Friendly
Command Phase with a base draw of two cards, modified by the modifiers on the
Spotting Attempts Draw Modifiers Chart (Charts & Tables Player AId). The minimum
draw is always one card.

Note: No other circumstances (falling back, becoming exposed, being hit


accidentally, launching grenade attacks, etc.) will cause a unit to become Spotted.

An unspotted enemy cannot be purposely targeted. There are only three cases
where an unspotted enemy unit can be affected by a friendly VOF:
● If you receive a Battalion Fire Mission and one or both of the adjacent cards
you choose has unspotted enemies present. (6.7.2.G).
● If you target a card with unspotted enemies for a WP Fire Mission.
● If an unspotted enemy unit ends up on a card that already has a VOF on it
(one example of this would be if friendly units are firing into an empty card
and a PC placement result puts an enemy on that card).
Friendly forces are always considered spotted by the enemy.

Note: A unit cannot spot enemies from the Staging Area (2.5)

8.6 Enemy Behavior


8.6.1 General Enemy Behavior
A. Basic Combat
Like Friendly units, an enemy unit not otherwise engaged must Open Fire
(place a VOF marker and PDF marker) on any opposing units in its LOS.
Unlike friendly forces, Enemy units will engage cards that contain units from
both sides. If more than one occupied card is in its LOS, it engages according
to the priorities in 6.1.1.

B. Targeting
When an enemy unit needs to choose among targets on its own card, it
selects the largest target (highest number of steps) first, then randomly
among equal sized targets (6.1.1). When choosing among targets on other
cards, select a target randomly.

C. Movement
Enemy units that move are subject to the same restrictions as friendly units
that move. Thus, mark any enemy unit that moves, including one that Falls
Back or Seeks Cover, with an Exposed marker. In addition, certain unit types,
as listed on the Weapons Capability Chart, cannot fire if marked with an
Exposed marker.

D. Grazing Fire
Enemy units capable of Grazing Fire will not open fire through other enemy
units in between themselves and a potential friendly target. They will however
keep firing if enemies enter the PDF later and they will open fire on friendly
units which are closer than enemy units even if there is a risk of Grazing Fire.
E. Cover Priorities
Enemies who move to a card with available cover markers choose where to
move depending on their current action:
● Enemies who are falling back (8.6.2) will move into the cover which
provides them with the best protection (taking into account stacking
penalties, etc).
● Enemies who are advancing will move into the highest value cover
marker available that allows it to open fire upon opposing units (i.e not
a Bunker facing in the wrong direction).

8.6.2 Activity Checks


During the Enemy Activity Check segment of each turn, check each Enemy
unit individually. First randomly determine in what order to check each
enemy-occupied card, then within each card check Pinned/LAT units first then
Good Order units, and finally Leaders.

Each enemy unit will be checked only once per turn, regardless of any
movement or change of status which may occur. Enemy units which are
placed on the map, or who take actions or Attempt to take actions as a result
of Enemy Higher HQ Events do not take an Activity check in the Activity
Check segment.

There are three different Activity Check Hierarchy Tables:


● Pinned/LAT
● Offensive
● Defensive

Note; As indicated on the Activity Charts, some units such as Snipers (8.8),
Spotters (8.10) and certain out of ammo units (8.11.1) have their own
priorities and will not use these charts unless Pinned or reduced to LATs.

On the Offensive and Defensive Hierarchies, there are columns for different
enemy tactics (Defensive: Delay, Hasty, Deliberate; Offensive: Assault,
Overrun). Find the hierarchy and the tactics the enemy is using in the
instructions for your current mission, and then use the corresponding column
for all Activity Checks. Certain Events, such as Counter Attacks may instruct
you to change enemy tactics during a mission. Check all Pinned and LAT
units on the Pinned/LAT table using the Leader column if a Leader is present
and in communication (8.9).

For all charts, work from top to bottom until you find a case that applies to the
unit. Draw a Random Number on the appropriate chart to determine what
Action or Attempts, if any, the unit performs. Implement the Action (or draw to
Attempt it) immediately before moving on to the next enemy unit.

If a result is drawn on the Enemy Activity Hierarchies that an enemy unit


cannot legally perform, and there are no alternatives listed for that result, then
that enemy unit does nothing. If no rows on the Hierarchy table describe the
situation the enemy unit is in (i.e. you get all the way to the bottom), then it
does nothing.

Note that some Enemy Activity Hierarchy results will call for an enemy unit to
be removed and be replaced with a PC marker on its current card. In all such
cases, place the same letter PC marker that the Enemy package was drawn
from. If there is a PC marker already present, do not place another—simply
remove the enemy unit.
Note: (Don't think too much about this, draw a R# if it is no longer certain
which PC marker called this unit).

8.6.3 Fall Back Priorities


Enemy units that receive a Fall Back order as a result of an Activity Check,
will move towards their own side of the map (generally the top of the map).
Choose a card to move to with the following priorities. If more than one move
fits, then determine it randomly:
1. A card that is out of LOS of any opposing units.
2. The card with the highest cover value, including the value of existing,
available cover markers (this can include cards occupied by opposing
units).
Move into cover if available as per 8.6.1. Upon reaching the top row of cards,
Enemy units drawing Fall Back will move off the edge of the map. Do not
extend the map, remove the unit from play.

Note: In some scenarios, enemy units do not have a clear “side” to head
towards. In this case decide which way is “away from opposing units” first and
head in that direction. If a direction is open to debate, as in all cases where
things are unclear, draw a random number card to decide the direction.

8.6.4 Enemy Cease Fire


Enemy units will not continue to fire into a card where there are no longer any
valid targets (any non-casualty units). As noted in the Sequence of Play, carry
out an automatic Cease Fire command for all such enemy units at the
beginning of the Enemy Activity Check Segment and in the Clean Up Phase
after removing smoke and other pyrotechnics. (Remember to check for new
targets in the enemy unit’s LOS as per the Basic Combat Principle described
in 6.0).

As per 10.3, Enemy Vehicles and AT Guns will cease fire in the same way if
their VOF is on a card with only vehicle targets, unless there are also
passengers/drivers present who may be affected by a VOF (usually there are
not, but some special cases involving jeeps, trucks and people sitting on top
of tanks are noted in 10.8).

8.6.5 Lone Mortar Reaction


If a G! rated enemy 1-step Mortar unit finds itself on a card by itself with
opposing units that have VOF ratings, it will immediately flip to its Fire Team
side and open fire. S^G! Rated units are unaffected.

8.7 Enemy Mines and Booby Trap Packages


8.7.1 Mines
Place any Mines VOF marker discovered via Potential Contact
on the same card as the unit resolving the Potential Contact.
Every unit currently on the card, friendly or enemy, must
immediately do a mine check (7.9).

8.7.2 Booby Traps


Booby Traps appear in the same manner as mines. A Booby Trap does not
persist, however, and attacks only once. When a Booby Trap enemy package
is drawn, it automatically attacks one unit with a –4 VOF. If multiple units
occupy the card, determine randomly which one to attack. There are no
separate Booby Trap markers; use a Grenade Attack marker as a reminder
when one appears and remove it along with other Grenade Markers in the
Clean Up phase.

8.8 Enemy Snipers


Enemy Snipers follow the rules below, and do not act according to the
usual Enemy Activity Hierarchy. However, if Pinned or reduced to an
LAT, Enemy Snipers will then follow the Enemy LAT Activity Check
Hierarchy.

● When first placed, Enemy Snipers will target


the units on the card which triggered them as normal.
Thereafter, unless otherwise engaged, a Sniper will open fire
according to the target priorities chart (6.1.1). Snipers place a
Small Arms VOF and a Sniper VOF as described in 7.15.

● An unspotted Enemy Sniper with no eligible targets will take no action.

● If an Enemy Sniper is Spotted, it will move one card away from any friendly
units during each Activity Check Segment until it is out of friendly LOS or has
exited the map (exiting the map removes it from play).

● The Spotted Enemy Sniper’s first priority is an allowable card that is out of
LOS of all friendly units. The next priority is the card with the highest terrain
value. If more than one of the allowable cards fit the priorities, then determine
the card randomly.

● After moving, mark the unit Exposed and reselect a target card to open fire on
according to the target priorities chart (6.1.1).

● Once out of LOS of any opposing units, the sniper regains its unspotted
status.

Exception: Enemy Snipers in field fortifications, caves, barricaded buildings or


compounds remain in place even if spotted.

8.9 Enemy Leaders


When a leader appears as part of an enemy package placement,
randomly choose a leader. There is no functional difference between
available enemy leaders. Good Order Enemy leaders have the
following effects:

● All units in Visual-Verbal communication draw one additional


card for any Action Attempts made.
● Leaders allow all Pinned/LAT units in the same card area to draw on the Leader
column of the Pinned/LAT Activity Check Hierarchy chart.
● Flip an enemy leader alone on a card to its Fire Team side during the first Enemy
Activity Check Segment after being left alone.

An enemy Leader with an asset weapon such as a Rifle Grenade, can fire them
along their card’s existing PDF. Treat them as if they had “opened fire” on the Enemy
Activity Chart. Out of Ammo rules do not apply when these assets have been used
up.

8.10 Enemy Indirect Fire Spotters


Like the Sniper, Enemy Spotters are not governed by the Enemy
Activity Hierarchy but by their own rules as described below. However,
if Pinned or reduced to an LAT, Enemy spotters will then follow the
Enemy LAT Activity Hierarchy.

When an “Incoming” package is triggered, place an Activated


Incoming! VOF marker (and Target marker if applicable as per 7.16.5) on the same
card as the unit which triggered the Incoming package. Place the Enemy Spotter as
described in the package description. The initial fire happens automatically without
the need for a draw.
Provided the spotter remains in Good Order and has Fire Missions remaining, it
continues to attempt to Call for Fire in the Enemy Activity Check of subsequent turns
with the following priority:
1. Units in the same card as its Target marker.
2. A card within its LOS that has a vehicle (random if multiple cards exist).
3. The card within its LOS that has the most Steps.
4. The card within its LOS which is closest
5. If multiple cards have an equal number of Steps, and are at the same range,
then determine the target randomly.
6. If no target exists, the spotter does nothing.

The number of available missions (including the initial one), the VOF value, and the
number of draws for all fire missions after the first are included in the mission
instructions.

A Fire Mission is expended only if the Call for Fire attempt was successful.
Enemy Spotters will continue to call for fire until out of missions or until reduced
to an LAT even if friendly units enter their terrain card (even going so far as to call
for fire upon their own card). They only flip to their Fire-Team side as a result of a
combat Hit (F or A).

Remove Good Order spotters who have expended all their available Fire Missions in
the next Enemy Activity Phase.

8.11 Enemy Ammunition


In the same way as friendly units, track enemy ammunition and Fire
Missions on the Mission Log, or with the markers provided.

8.11.1 Out of Ammo Enemy Units

Handle out of ammo Enemy Units as follows:


● If a weapons unit (MG, mortar, rocket launcher, recoilless rifle, etc.) runs out of
ammunition and is a one-Step unit and its Fire Team side has an S or A/S VOF, flip
the unit to its Fire Team side.
○ In the Clean Up Phase, remove from play any such team if it is Unspotted
○ Have any such team which is Spotted attempt to leave the map by moving
one card away from friendly units during each Activity Check Segment until it
is out of friendly LOS or has exited the map, in which case remove it from
play. You must move the enemy unit along the path which provides the
greatest cover and concealment that still takes it away from the closest
friendly units. If more than one allowable card fits the priorities, then
determine which card randomly.
○ This movement is carried out instead of a regular check on the Enemy Activity
Hierarchy charts.
● If an enemy Squad with an A VOF rating, a weapons unit with more than one step or
a one-step weapons team whose Fire Team side has something other than an S or
A/S VOF runs out of ammunition, place an Out of Ammo marker on the unit. Until the
unit can pick up more ammo, it has an S VOF Rating and a Range Rating of Close,
regardless of what is printed on its counter.
○ These units continue to fight with their new VOF rating and are not required to
leave the map.

Note: Squads using Asset weapons such as RPGs and Panzerfausts to supplement
their main weapon, are not affected by running out of ammo.

8.12 Enemy Vehicle Movement & AT Combat


Enemy vehicles and units capable of AT combat may be activated
for AT Combat or Vehicle Movement as indicated in the mission
instructions. Each mission provides specific priorities for Activated
enemy Vehicles. When units from both sides are Activated, if the
mission is an Offensive or Patrol mission the Player’s side goes
first, for Defensive missions the enemy goes first, and then
activations alternate afterwards. (See chapter 10 for full details of vehicle
Activation and Actions.)

As noted in 10.5.4, if possible, AT capable Enemy units will always Reaction Fire
at Friendly vehicles taking Actions in their LOS (no Activation or PDF is required).

As noted in 5.1, most AT Guns are immobile. Redraw any Enemy Activity Checks
for enemy AT Guns that require them to move.

8.13 Enemy Fanaticism


Campaign or Mission Instructions may designate enemy forces in play as being
Fanatic. Fanatic enemies do not Convert to Litter or Paralyzed Teams when hit.
Any hit result that is an L (Litter Team) is treated like an F (Fire Team) and any P
(Paralyzed) is treated like a C (Casualty). They are Pinned normally.

8.14 Enemy Human Wave Attacks


Some enemy contacts will have force packages designated as Human Wave
Assaults.
The following rules apply to such units:
● All Hit results are treated as C. Human Waves are never Pinned.
● When a Human Wave Package is drawn, they should be Placed at Max
LOS of friendly units, regardless of their inherent range.
● When using Overrun Tactics, Human Waves may exit the bottom of the
map. Remove them from play if this happens.
● Human Waves remain subject to these rules even when reduced to LATs.
● Each squad has its own individual activity check, the same as any other
Enemy unit.

8.15 Prisoners
Consider any Paralyzed or Litter Teams captured if there are no other same-side
forces on the card AND there are any Good Order units, or Assault or Fire Teams
from the opposite side.

If a side does not take prisoners per the Campaign Instructions, automatically
convert any captured units to casualties (their captors have shot them).
Otherwise, a single step of any unit with a printed VOF can guard any number of
captured Steps taken on a given card. The guard Step is immediately removed
from play along with the prisoners. Vehicles cannot take or execute prisoners.

If a multistep unit is used to make a guard, simply reduce the unit by one step. If
that leaves only one step remaining and the unit has no good order one-step
side, the remaining step of a friendly unit can become a Fire Team or Assault
Team as the player desires. Choose randomly for an Enemy unit.

Friendly steps removed to be guards are not available for the remainder of the
mission, but return between missions and retain their original experience (it is not
considered an LAT). Make a note of the guard step and its experience level on
your mission log.
Enemy guard steps are returned to the pool of available enemy unit counters.

Enemy casualties are automatically captured if their card is Cleared at the end of
the Mutual Capture & Retreat Phase. Guard steps are not required, simply
remove the casualties from the map and place them in the prisoners box on the
Command Display. Enemy units never capture friendly casualties.
Fields of Fire v3.0 (draft) - Chapter 9 (Visibility)

9.0 Visibility
Visibility is a combination of the Light Level and the Weather Conditions. The two modifiers
are added together to get the overall Visibility Modifier for the map.
When the overall Visibility Modifier is +2 or greater, the effects of Limited Visibility (9.1) apply.
Each Mission lists the visibility conditions, which may vary per turn. Place Visibility markers
near the map to keep track of the current Visibility Modifier.

The overall Visibility Modifier is applied to the NCM when calculating Combat Effects and
can be partially or completely mitigated through use of Illumination (9.2) or Night
Observation devices (9.3).

Note that Grenade Attacks, Fire missions, Mines, Claymores, and Booby Traps are not
affected by the Visibility Modifier.

9.1 Limited Visibility Effects


Limited Visibility affects Commands and LOS:

1) Commands:
The maximum number of commands that can be spent by an HQ or Staff unit during
Limited Visibility is 4. The maximum number of Commands that an HQ can save
during a Limited Visibility turn is:
Green 2
Line 4
Veteran 6
Any commands remaining over this number after an HQ has taken its actions (even if
carried over from a regular vision turn) are lost, just as in a daylight mission.

2) Line of Sight
During Limited Visibility the maximum LOS range, without Illumination (9.2) or a Night
Observation Device (9.3), is reduced to Close Range (adjacent card).

9.2 Illumination
The Mission Books indicate the illumination available during the campaign. Where
Illumination is noted as being “available for all night missions”, it can be used in any
mission with at least one turn at +2 Visibility. Illumination can be delivered from
several sources. Use it to mitigate the effects of Limited Visibility caused by Light
Levels. Illumination does not help mitigate any Weather Conditions or Smoke.

Place an Illumination marker on a card either by deploying a Pyrotechnic or by calling


in an Illumination Fire Mission (7.16.2E). Illumination is placed immediately, no
Pending marker is needed.The Illumination marker has one or more modifiers
mitigating the Visibility Modifier. Apply the top modifier to the card containing the
Illumination marker. Apply the bottom modifier, if present, to all adjacent cards. The
Illumination Modifier plus the Visibility Modifier can never be better than Daylight (+0)

Multiple sources of illumination are not cumulative; use only the single most powerful
illumination (lowest modifier) of those affecting a card.

During Limited Visibility, any card that is under the effect of illumination is considered
Illuminated. The LOS of Illuminated units is not affected by being illuminated and they
can see adjacent cards as per 9.1. Illuminated cards can be seen at maximum range
from other cards on the map, including other Illuminated cards, without the LOS
restrictions of 9.1. Note that the effects of Limited Visibility caused by poor Weather
Conditions cannot be mitigated by use of Illumination.

Remove Illumination markers during the Clean Up Phase.

9.3 Night Observation Devices


9.3.1 Passive Infrared
This includes goggles and image intensifying sights such as Starlight scopes.
The Campaign Instructions indicate the specific effectiveness of available
devices as the quality changes over time, and also which units may be
equipped with them. You can fire a unit equipped with Passive IR regardless
of the Light Level out to its full range. Do not apply any Light Level modifier
when firing a unit so equipped at any range.They do not help against the
Weather Conditions modifier or Smoke. Passive IR is also ineffective in
illuminated areas. In such cases, use the illumination modifiers.

9.3.2 Active Infrared


This includes IR Illuminators and Receivers that are mounted either on small
arms or on vehicles. They do not help against the Weather Conditions or
Smoke modifiers. Do not apply any Light Level modifier when firing any unit
so equipped at Point Blank range (on the same card). Vehicle IR Illuminators
are more powerful; do not apply any Light Level modifier when firing a vehicle
unit so equipped out to Close Range (into an adjacent card).

9.3.3 Thermal Sights


You can fire a unit equipped with Thermal Sights out to its full range,
regardless of the Light Level or Weather Conditions . Do not apply any
Visibility Modifier when firing a unit so equipped at any range.

Note: Always take the Night Observation Devices into account when deciding which
VOF to place on a card. The best (lowest) VOF after Limited Visibility modifiers are
applied will be used. For example at Night +2, a rifle squad (Small Arms VOF)
equipped with a Starlight Scope has a Basic VOF of +0, while an LMG (A VOF)
without a scope has a Modified VOF of +1. Basic S VOF on the target would apply
(+0).
Fields of Fire v3.0 (draft) - Chapter 10 (Vehicles)

10.0 Vehicle Movement and AT Combat

While the focus of this game is on infantry, from the 20th Century onwards a wide variety of
vehicles have been used to support infantry on the battlefield. There are two basic classes of
vehicles in Fields of Fire: ground vehicles and aircraft. You move a ground vehicle from card to
card. You place a helicopter directly on a card, indicating that it is landing or flying low.

Note: For the sake of simplicity, all combat against a vehicle, whether it is armored or unarmored,
and on the ground or in the air, is referred to as Anti-Tank (AT) Combat.

You move all vehicles and perform combat against them in the AT Combat and Vehicle
Movement Phase. Movement and AT Combat occur over the course of the phase, so a vehicle’s
movement may be interrupted by AT fire but continue afterwards. Any unit listed on the Vehicle
and Anti-Tank Weapons Chart, may perform AT combat in this phase. This chart lists all the
relevant data for all vehicles and AT-capable infantry.

Chapter 10 deals with vehicles in general and ground vehicle movement. Chapter 11 looks at the
additional complications of air transportation and assault planning.

10.1 Commands
10.1.1 General
Vehicles, like infantry units, are organized into Platoons and Companies with a
functioning chain of command. A Vehicle Platoon has a Platoon Headquarters (PLT HQ).
Vehicle PLT HQs can only activate vehicles in their own Platoon. Unlike an infantry PLT
HQ, these units may command their Platoon and still function as a combat or transport
unit because a vehicle has enough crew members to perform more than one task.

All vehicle Platoons have their own radio net. The vehicle PLT HQ is always in
communication with all members of its Platoon. They also communicate on the CO TAC
Net in Vietnam or later missions OR on the BN TAC Net in WWII or Korean War
missions. During the Command Phase, you may have the CO HQ Activate a vehicle PLT
HQ, just as it would activate any other PLT HQ or Staff. If not Activated by the CO HQ,
draw for the HQ in the Platoon HQ Initiative Impulse. You may have it save Commands
just like any other HQ or Staff unit.

10.1.2 Orders
During the Command Phase, the only orders available for vehicles are:
● Load/Unload/Embark (4.2.2h)
● Attempt to Remove Pinned marker (4.2.3a)
● Cease Fire/Shift Fire (4.2.4k, 4.2.4l); and
● Activate for Movement & AT Combat (4.2.1i).
The Activate order is used to indicate that vehicles and AT capable infantry units are
ready to carry out actions in the AT Combat & Vehicle Movement Phase.

A Vehicle that belongs to a Vehicle Platoon can only be given orders by its Vehicle
Platoon HQ and the CO HQ. Individual ground vehicles that are not part of a vehicle
platoon may be Activated by the CO HQ or any CO Staff in communication and may also
be attached to a specific PLT HQ before the mission begins. You may also Activate any
vehicle by General Initiative.

10.2 Transport
The parenthesized value on the vehicle counter indicates the number of Steps it may carry. It
may also transport items equal to the maximum allowable for that number of Steps (5.1.6).

10.2.1 Embarking
To embark an infantry unit or casualties onto a vehicle, have the vehicle perform an
Embark Action (4.2.2h) during the Command Phase. Any number of units (up to the
Transport Capacity of the vehicle) may embark as part of the same action. Place an
Exposed marker on the embarked units if they do not already have one. Place embarked
infantry units beneath the vehicle counter. You may move the vehicle normally in the
Vehicle Phase (10.5.2). Units may start a mission embarked on vehicles by placing them
beneath vehicle units at the beginning of the mission. Passengers may embark vehicles
directly from under Cover markers. Unless otherwise specified in the mission book or in
10.8, there is no LOS to/from passengers on a vehicle and they are not affected by VOF.

10.2.2 Disembarking/Unloading
Passengers
You can have a vehicle disembark its passengers during the Vehicle Phase as
part of a Move Action, either before the vehicle moves or after the vehicle has
completed all intended movement (and after any Reaction Fire in response to
that movement has taken place). Place an Exposed marker on any passenger
that disembarks. Passengers may disembark from vehicles directly to Cover
markers.

Even if a vehicle does not move, Disembarking units is a Move Action and will
therefore require a vehicle to be Activated, and will draw Reaction Fire, require
VOF resolution and mark the vehicle Moved/Fired, as usual. Complete all AT fire
against the vehicle before disembarking the units.

Equipment
To disembark equipment or ammo from a vehicle, have the vehicle perform an
Unload Action (4.2.2h) during the Command Phase. You may then have the
vehicle use actions normally in the Vehicle Phase if Activated.

10.3 Vehicle Fire and VOF


A vehicle with a Basic VOF (S, A, H or Pinned) automatically opens fire on Infantry units, placing
a PDF and VOF in exactly the same way as Infantry Units do. They follow all the basic principles
of combat in chapter 6 regarding firing along existing PDFs, how new PDFs are placed, target
priority, and so on (although mission instructions may give Enemy vehicles different targeting
priorities). This fire must be along an existing PDF and all combat effects against infantry under a
Vehicle’s VOF are resolved in the Combat Effects Segment. Pinned vehicles produce a Pinned
VOF.

Note however that unlike infantry units, Vehicles and AT Guns will not Open Fire with their Basic
VOF on a card with only vehicle targets, unless there are passengers/drivers that may be
affected by the VOF (9.8).
Activating a Vehicle/AT capable infantry unit allows it to carry out AT combat in the AT Combat
Phase in addition to resolving its VOF against infantry targets in the Combat Effects Segment. AT
combat does not have to be carried out along a PDF, and carrying out AT combat does not
prevent VOF resolution in the Combat Effects Segment later.

Note: Vehicles exerting a VOF will use ammunition for this fire every turn in addition to any used
in AT combat.

10.4 Activating Vehicles, AT Capable Infantry and AT Guns


Any vehicle or infantry unit listed on the Vehicles and Anti-Tank Weapons chart can be Activated
for the AT Combat & Vehicle Movement Phase. Activate the unit during the Command Segment
(4.2.1.i), and place an Activated marker on it at that time as a reminder. Pinned vehicles may be
Activated for AT combat.

Though vehicles are activated during the Command Phase, the majority of their actions are not
performed until the AT Combat and Vehicle Movement Phase (see 10.1.2 for exceptions).
Vehicle Actions may only be carried out by Activated units. However both Activated and
Non-activated units may carry out Reaction Fire - AT combat in response to Actions taken by
vehicles (10.5.4).

Flip a unit’s Activation marker to its Moved/Fired side when you have finished its Action or after
Reaction Fire, and remove all the markers in the Clean Up Phase.

10.5 Vehicle Actions


10.5.1 Vehicle Action Sequence
In the AT Combat & Vehicle Movement Phase, one at a time, Move, AT Fire, Concentrate
Fire or Spot with each Activated unit until its activation is complete. If both enemy and
friendly units are Activated, alternate Actions with the attacking side going first (the player
during Offensive Missions and Combat Patrols, and the Enemy during Defensive
Missions).

When a Vehicle takes an Action follow the sequence below.


1. Resolve VOF on the vehicle’s card (10.5.3)
2. Carry out one (and only one) Vehicle Action (10.5.2)
3. In the case of a Move action, resolve any Basic VOF again on the card that the
vehicle moves to (10.5.3)
4. Carry out Reaction AT Fire from all eligible AT capable units (10.5.4)
5. Sequence can now start again in case of a Move or Move & Fire Action (see
10.5.2)
6. Finally, flip the Activated marker to its “Moved/Fired” side. The unit may not take
any more Vehicle Actions or carry out Reaction Fire during this turn.

Infantry units and AT Guns are not subject to Reaction fire, and Basic VOF against them
is resolved in the Combat Effects Segment. The only vehicle Actions available to them
are AT Fire and Reaction AT Fire. Resolve the Fire (10.6), then mark the unit as
Moved/Fired.

After you’ve completed the movement and combat of all Activated vehicles, resolve any
VOF against non-Activated vehicles and all Activated vehicles that did not take an Action
where applicable (10.5.3).
10.5.2 Vehicle Action Menu
Only Vehicles can Move, Spot and attempt Concentrated Fire in this phase. Activated AT
Capable infantry units and AT Guns can only AT Fire (A).

A. AT Fire
“AT Fire” refers to Combat against vehicles. A unit allowed to execute such fire is called
an AT-capable unit (see Glossary, 1.2.6).

AT fire does not have to be along an existing PDF.

Check the Gunnery value of the firer and defensive value of the target on the Vehicle and
Anti-Tank Weapons Chart and follow the sequence in 10.6.

B. Concentrate Fire
An Activated vehicle that is not under a Pinned marker may Attempt to Concentrate Fire
on infantry targets according to the following rules:
● Select a target from the card under the vehicle’s VOF; either a stack of units
under a cover marker or in a building area or a random infantry unit out of cover.
● Draw 2 cards adjusted for experience in the same way as for an Infantry attempt
to Concentrate Fire (4.2.4b).
● Critical Hits apply as normal. A Jam result has no effect.
● A G! rated Vehicle with no Basic VOF can use a Concentrate Fire Action to place
a Grenade VOF on infantry targets. Use the Grenade icon as an indicator of
success when making the draw.
The effect of all fire against infantry targets is resolved in the Combat Effects Segment.

C. Move
You may move a ground vehicle from one card to another for an unlimited number of
cards. However, it must stop moving when it enters a “SLOW” trafficability card and you
may not have it enter a “NO” trafficability card (5.2.5). Vehicles ignore any PC markers
they move through. In the Combat Phase, only the PC marker in the card where the
Vehicle ends up will be revealed.

Remember to resolve Basic VOF and Reaction fire in every card moved into (10.5.3).

Moving vehicles get a +1 defense bonus when resolving AT Fire in the card they move to
(as noted on the Anti-Tank Combat Resolution and Modifiers table). This applies when
resolving the Basic VOF on the destination card as well as any Reaction Fire in response
to their Movement.

Don’t forget to Disembark any passengers at the end of the Move if you want them to
take part in the following turn’s action (10.2.2).

D. Move then AT Fire


A vehicle may not move after it has taken an action, but it may move before firing if there
is a number in its Move & Fire column on the Vehicle and Anti-Tank Weapons Chart on
the Player Aid card.
If the column has a number (even a 0) in it, you may move such a unit as per 10.5.2C
and have it carry out AT Fire after entering any card. However, you must cease moving it
after it has fired.

E. Spot
You may have an activated vehicle that is not under a Pinned marker attempt to spot an
unspotted enemy unit in its LOS. Perform the spotting attempt using the same procedure
as for other spotting attempts.

10.5.3 Resolving VOF Against Vehicles


VOF from non-AT capable units (those weapons which do not have a specific line on the
Vehicle and Anti-Tank Weapons Chart) is resolved according to the following rules.

Ignore any VOF from AT capable units at this time.


Note: This means you will apply only the highest VOF being exerted by non-AT capable
units. You may want to place an additional VOF marker on top of vehicle targets on cards
with both Infantry and Vehicles present.

● Follow the AT Combat sequence (10.6) assuming an initial gunnery value of zero.
● The AT modifier of the VOF (in the white circle on the counter) is applied, as
indicated on the Anti-Tank Resolution And Modifiers chart.

Note: Although VOF from AT capable units is ignored, both Activated and Non-activated
units will have an opportunity to use Reaction Fire (10.5.4) against vehicles taking
actions in their LOS, so long as they are not marked Moved/Fired.

10.5.4 Reaction Fire


As activated vehicles move and fire, they potentially come under fire from reacting units.
The following rules apply:
● Any AT capable unit that is not marked Moved/Fired may Reaction Fire; it does
not have to have been previously Activated.
● You may have such a unit carry out AT Fire (10.6) in reaction to any vehicle that
carries out a Vehicle Action (10.5.2) within its LOS (see Vehicle Action Sequence
in 10.5.1 for exact timing of this).
● As per 10.5.2 this does not have to be along an existing PDF.
● You do not need to expend Commands to fire these reacting units.
● You cannot have a unit react to Reaction Fire.
● Enemy AT-capable units ALWAYS reaction fire if in range and LOS and not
already marked Moved/Fired.
● Mark any units (including unactivated ones) that carry out Reaction Fire as
Moved/Fired.

10.6 Resolving AT Combat


Complete the following Steps in order:
A. Determine the firing unit’s Gunnery Value by cross-referencing the type of firing unit
with the range to the target card on the Vehicle and Anti-Tank Weapons Chart.
B. Add the defensive value of the target vehicle from the Defensive Value column of the
target.
C. Add any Cover & Concealment modifiers present on the target unit’s card (including
Burst modifiers in the case of Incoming!).
D. If the firing unit has a Move then Fire capability and has moved, add the modifier from
the Move & Fire column.
E. Add any other applicable modifier listed on the Anti-Tank Combat Resolution and
Modifiers chart (Pinned, Moving target, VOF modifier if resolving Basic VOF, etc).
F. Finally, draw an action card and add the AT modifier to get a final sum.

Look up the final sum on the Anti-Tank Combat Resolution and Modifiers Chart to determine the
AT Combat result. Note: There are separate Combat Results tables for Type V Targets (ground
vehicles) and Type H (helicopters or aircraft) (10.7).

10.6.1 Quick Shot


If the Vehicle and Anti-Tank Weapons Chart indicates that the firing unit has Quick Shot
capability, and if the target is not an aircraft, and the AT combat result is –4, –2, 0, 2, or 4,
then the firing unit has obtained a Quick Shot result. You may have a unit that obtains a
Quick Shot result immediately attack again, repeating the process above. You may
continue to do so as long as Quick Shot results are obtained.

10.6.2 Resolving AT Combat of G! Rated units


Follow a different procedure when firing a vehicle or an AT-Capable unit that has a G! or
Superscript G! VOF (such units have smaller caliber weapons like 37mm guns or are
‘rocket-launchers’ like a Bazooka). In this case, first draw Action cards as in an Attempt
to Make a Grenade Attack (two cards, modified by Experience Level). If successful, then
follow the procedure above to determine the final AT combat result on the Anti-Armor
Table.
Grenade Miss markers are not placed for failed attempts and there are no critical hits.

Example.
During an Offensive Mission, a US M5 Light Tank finds itself fighting a Panzer IV. The M5
automatically exerts an A VOF onto the German card, this will hit the German Squad 2/1
in the Combat Effects Segment. The Panzer IV automatically exerts an H VOF onto the
US card. This will hit the US Squad 2/1 in the Combat Effects Segment. In the AT
Combat Phase, the M5 shoots first (as the Player is the offensive side). Due to only
having a small gun (37mm) it must first make a Grenade Attack Attempt; it draws two
cards, and fails to draw a Grenade icon. The crew have failed to get a shot away and the
M5 does not get to draw at all for AT Combat. It is, however, marked Moved/Fired. Now
the Panzer IV will get to Reaction Fire. As an H rated tank, it has no need to make a
Grenade Attempt so goes straight to AT Fire. Things aren’t looking good.
10.7 AT Combat Results
While you resolve combat against vehicles and helicopters identically, there are different combat
results for each. The following general concepts apply to all AT Combat Results:
● A Wreck marker provides cover like any other Cover marker. It does not count against
the maximum number of Cover markers allowed for a Terrain card (1.2.1f) or against the
Terrain card capacity limits for ground vehicles (5.1.5), but it will count towards LZ
stacking limits (11.1.4).
● A Burning Wreck marker does not provide cover and does not count against the ground
vehicle capacity limits. However it will count towards LZ stacking limits (11.1.4). The
smoke from a burning wreck provides a cover bonus to all units on the card. In the same
way as other kinds of smoke as described in chapter 5, smoke from burning wrecks
blocks LOS and is not cumulative with other smoke markers (5.3).
The Vehicle and Anti-Tank Weapons Chart lists the size of each vehicle’s crew in Steps.

Combat Results for Ground Vehicles (V type Targets)


1) Brewed Up
The vehicle is on fire or has catastrophically exploded. Replace the vehicle with a
Burning Wreck marker. Convert each crew and passenger Step to a casualty.

2) Knocked Out
The vehicle has been functionally destroyed. Replace the vehicle with a Wreck marker.
Convert each crew and passenger Step to a generic Fire Team and then immediately
inflict a HIT result on each. Place the teams under the Wreck marker, but mark them
Exposed.

3) Retreating
The vehicle crew decides discretion is the better part of valor. Remove the vehicle and
any passengers it is carrying from play (take the counter/s off the map) for the remainder
of the mission. (Vehicles that are part of planned assaults (11.3) may reenter the map
later - mission instructions will give full details).

4) Pinned
The crew are rattled and have closed their hatches, becoming ‘buttoned up’. Place a
Pinned marker on the vehicle. Pinned vehicles have a –1 modifier if targeted in AT
Combat. They incur a +1 modifier if firing in AT Combat and they may not Spot or
Concentrate Fire. The Basic VOF of Pinned H or A VOF Vehicles is reduced to Pinned
Fire. Pinned markers are removed from vehicles at the end of the Vehicle Movement and
AT Combat phase if they were not attacked in any form during that phase.

5) Missed
No effect.

Combat Results for Aircraft (H type Targets)

1) Shot Down – Crashed


The aircraft has been destroyed. Replace the aircraft with a Burning Wreck marker.
Convert each crew and passenger Step to a Casualty.

2) Shot Down – Auto Rotate/Crash Land


The aircraft has been badly damaged, but the crew have managed to get it down in
mostly one piece. Replace the aircraft with a Wreck marker. Convert each crew and
passenger Step to a generic Fire Team and then inflict a HIT result on each. Place the
teams under the Wreck marker, but mark them Exposed.

3) Aborted – Damaged
The aircraft is damaged but will be able to limp home. It is however unavailable to
support the rest of the mission and is removed from the map. If it is a transport helicopter,
then immediately place it in the Outbound Box of the Helicopter Control Card. Return it to
the Pickup Zone in the following turn, where it lands and is unable to leave. Any
passengers dropped in the PZ may fly back in on another undamaged helicopter.

4) Aborted – Undamaged
The crew have received enough fire to decide that they should leave the area. The
aircraft aborts its current Action, but is still available to support the mission during
subsequent turns. If it is a transport helicopter, immediately move it to the Loiter Box of
the Helicopter Control Card, where you may have it re-enter the map in a subsequent
turn. Retain any passengers on board.

5) Missed
No Effect

AT Combat Examples
Example 1: A US M4 Sherman Moves into an Open Field. A German 88mm AT Gun Reaction
Fires from Long Range:
● 88mm Gunnery Value at L Range: -3
● Sherman Defensive Value: +0
● Cover & Concealment (Open): +0
● Target is Moving: +1
● TOTAL = -2
An Action Card (#43) is drawn and the AT number is: 1
1 -2 = -1. The Sherman is hit and Brews up. The 2 crew steps become Casualties and the unit is
replaced with a Burning Wreck marker.
Example 2: A US M26 Pershing advances into a Rice Paddy and fires at a North Korean SU 76M
stopped in some Rocky Terrain at Very Long Range and marked Moved/Fired. There is no
reaction fire from the SU 76M so the M26 Fires at it:
● M26 Gunnery Value at V Range: -2
● SU 76M Defensive Value: +0
● Cover & Concealment (Rocky): +1
● M26 Move & Fire penalty: +3
● TOTAL = +2
An Action Card (#38) is drawn and the AT number is: 2
2 +2 = 4. The SU 76M is hit, but only Pinned.
The M26 however has the Quick Shot capability and as the result was a 4, it may fire again.
This time, Action Card #4 is drawn with AT value 9.
9 +1* = 10 and the second shot flies well wide of the target.
*Same modifiers as the first shot, but with an additional -1 due to the SU 76M now being Pinned.

Example 3: An NVA 12.7mm HMG Reaction Fires at a UH-1 Slick that is coming in to land troops
in a Rice Paddy at Long Range:
● 12.7mm Gunnery Value at L Range: +1
● UH-1 Defensive Value: +0
● Cover & Concealment: +0
● TOTAL = +1
An Action Card (#31) is drawn and the AT number is: 3
3 +1 = 4. The UH-1 is hit and aborts the landing. It is moved to the Loiter Zone on the Helicopter
Control card. It is undamaged, so can re-enter the map in the next turn and attempt to land its
troops again.
10.8 Special Vehicle Rules
Special rules apply to some vehicles and AT capable infantry units. These take priority over any
standard vehicle rules above.

10.8.1 Jeeps & Trucks


Trucks and jeeps have limited crews and/or no radios and are not usually part of a
vehicle Platoon. The following rules apply to Jeeps and trucks (and other vehicles noted
as being treated as if they are jeeps or trucks in the mission instructions):
● Jeeps and similar small vehicles have no crew. Whatever unit is embarked on it
functions as the driver. HQ and Staff units can Activate themselves to move the
jeep in the vehicles phase, other units need to be activated by an eligible HQ in
visual-verbal communication or they can use General Initiative.
● Trucks come with a small crew but do not normally have radios. You can activate
a truck for movement using any HQ or Staff unit in Visual-Verbal communication
or by General Initiative.
● All infantry units embarked on jeeps or trucks can fire from the vehicle and place
a PDF and VOF. They may also be fired upon like any other infantry unit in the
Combat Effects Segment. They also suffer the adverse effects of AT Combat
against the Jeep as passengers in a targeted vehicle if it is destroyed (see 10.7
AT Combat results). Whenever the vehicle moves, the passengers are marked
Exposed. Passengers derive no cover from a truck or jeep while embarked.

10.8.2 Riding on Tanks


Units, casualties, and ammunition may ride on tanks when necessary. The following rules
apply:
● A tank may carry a number of Steps equal to its transport capacity on the Vehicle
and Anti-Tank Weapons Chart.
● A tank carrying any casualties or passengers may not engage in combat until the
passengers have disembarked or have been unloaded (but it can engage in
combat if only carrying ammo).
● Any infantry unit riding on a tank that is the target of an AT Fire attack, the result
of which is Brewed Up, Knocked Out, or Pinned, is automatically HIT. Resolve the
hit’s effect immediately. Immediately disembark the affected passengers and
place an Exposed marker on them, which is applicable in the subsequent Combat
Effects Segment.
Note: This is an exception to the regular AT HIT effects on passengers and crew
described in 10.7.)
● Tank-riders may be engaged like any other infantry unit in the Combat Effects
Segment, but have no VOF of their own while embarked.
● If the vehicle moves, then the passengers are Exposed, as the passengers derive
no cover from the vehicle while embarked.

10.8.3 Anti-Tank / Anti-aircraft guns


There are some anti-tank or anti-aircraft guns that are considered AT capable infantry
units for all purposes except they may not move during the course of a mission. These
are indicated on the Vehicle and Anti-Tank Weapons Chart under the Mobile column.

10.8.4 Attack Helicopters


When Attack Helicopters are available they can be called with an Attempt to Call for Fire
order in the same way as an Air Strike (7.16.2G) - including the need to mark the target.
If the Attempt is successful, you have activated a Flight of two Attack Helicopters; place
the two counters close to the map as a reminder.

The two Attack Helicopters can be placed directly on a single terrain card at any time
during the AT Combat & Vehicle Movement Phase. Only one Flight of Attack Helicopters
can be in play at once. In the same way as a moving vehicle, resolve Basic VOF and
Reaction Fire on the card where they are placed, but do not apply the +1 moving target
modifier.

If both survive undamaged, you may attack the target card and any one Adjacent card (if
desired) with the Helicopter’s VOF. If only one aircraft remains undamaged, you may
attack the target card only.

Like Incoming fire, a “Short” result (7.16.4) also applies to Attack Helicopter missions,
and one randomly determined adjacent card receives the attack. In this case, no second
attack is made.
Attack Helicopters may stay on the map for an additional turn (for a total of two turns). If
you want the helicopters to attack a different target in the second turn, you must go
through the call procedure again (including marking the new target). If failed, or if you
want the original target attacked anyway, the Attack Helicopters automatically perform a
second attack on the original targets. Resolve Basic VOF and carry out any Reaction Fire
as before.

Attack Helicopters hit with an Abort - Undamaged result (10.7) are removed from the
map. If this was their first turn on the map, they may reenter next turn. Otherwise remove
them from play.

10.8.5 FAC Aircraft


When an FAC Aircraft is available, it can be placed on a card of your choice during the
AT Combat & Vehicle Movement Phase (no command is required). In the same way as a
moving vehicle, resolve Basic VOF and Reaction Fire on the card where they are placed,
but do not apply the +1 moving target modifier.

An FAC aircraft may remain on the map for up to 5 turns (including the turn it is placed).
Each turn it can be ordered by the CO HQ to Attempt to Call for Fire for either an Air
Strike or Attack Helicopters, as available in the mission instructions.

The FAC can also be ordered to mark the target with a WP marker. The range of its WP
Rockets is Close Range (adjacent card).

An FAC aircraft hit with an Abort - Undamaged result (10.7) is removed from the map.
Unless this was their fifth turn in play (on or off the map), they may reenter in the Vehicle
Movement & AT Combat Phase in the next turn. Otherwise remove them from play.

10.8.6 Fixed Wing Gunships


Like the FAC, when a Fixed Wing Gunship is available you can automatically place it
anywhere on the map during the AT Combat & Vehicle Movement Phase (no command is
required). After it has been placed, it can remain on the map for the entire mission and
can be moved to a new card every turn..

Gunships are very heavily armed; once placed, each turn it places up to 3 Heavy
Weapons VOF and 3 air-dropped illumination markers in any combination of 3 cards that
it occupies or is adjacent to. It does not require ongoing Call for Fire Actions.

Gunships fly at high altitudes and are not vulnerable to AT Combat.


Fields of Fire v3.0 (draft) - Chapter 11 (Transportation & Assault Planning)

11.0 Transportation & Assault Planning


This chapter deals with transportation helicopters and planning for air or amphibious
assaults.

11.1 Transportation Helicopters


There are two ways to manage Transportation Helicopters:
● As part of a pre-planned assault (11.2)
● As individually summoned aircraft transporting equipment, ammo, casualties
or reinforcements in direct support of the company.

Pre-planned assaults come and go according to a set schedule, without the need to
spend commands on them. Transport in direct support of the company must be
controlled through Activation, Commands and manual designation of Landing Zones
by the units on the map as described below.

If transportation helicopters are to be used in a mission, place the Helicopter Control


Card near to the map. All helicopter attachments begin the mission in the Pick Up
Zone unless otherwise specified as part of a pre-planned assault (11.2).

11.1.1 Basic Transportation Sequence


The basic sequence for transportation by helicopter is as follows:
1st turn
● Command Phase:
○ Have the CO HQ Activate a transport helicopter in the Pickup
Zone, it will automatically pick up any equipment.
● Vehicle Movement Phase:
○ Move the transport helicopter from the Pick-Up Zone to the
Inbound Zone
2nd Turn
● Command Phase:
○ Have the CO HQ Activate the transport helicopter again
○ Have a unit on the ground mark a Landing Zone (LZ) where
you want the helicopter to land with a colored smoke signal
(4.3.6)
● Vehicle Movement Phase:
○ Move the helicopter from the Inbound box to the marked LZ. A
helicopter may be waved off to loiter for one turn before
landing if required, as described in 11.1.2, and will do so
automatically if there is no LZ available (due to lack of marking,
stacking limits, etc.)
3rd turn
● Command Phase:
○ Have the CO HQ Activate the transport helicopter
○ Load casualties or other units which you want to leave the map
● Vehicle Movement Phase:
○ Move the transport helicopter from the map to the Outbound
Zone
4th turn
● Command Phase:
○ Have the CO HQ Activate the transport helicopter
● Vehicle Movement phase:
○ Move the transport helicopter from the map to the Outbound
Zone

If multiple transportation helicopters are under direct control of the company


(i.e. not part of a planned assault), a single Activate order from the CO HQ
can Activate all Helicopters in any one on-map LZ card or one area on the
Helicopter Control Card.

Fuel limitations mean the transports must move each turn; helicopters in the
on-map LZ, Inbound, Outbound, or Loiter areas must move to the next area
(even if not activated). Helicopters in the PZ are on the ground and may
remain there as long as you desire.

Note: Though highly unlikely, it is possible that you may not have enough
commands to move all in-flight helicopters when under direct support. In this
case, they must still move. However, commands must FIRST be spent on
moving the helicopters. In other words, you cannot purposefully use those
commands elsewhere knowing that the helicopters will be moving anyway.

11.1.2 Loitering
A landing can be delayed by utilizing the Loiter Area.
● Helicopters in the Inbound Box can be moved to the Loiter Box
instead of the Landing Zone whenever the players deems it necessary
(this does not require additional commands beyond the regular CO
HQ Activation).
● Helicopters in the Loiter Box at the beginning of the Vehicles Phase
must move either to the LZ or to the Outbound box (where they will
subsequently move to the Pickup Zone and begin the whole process
anew after refueling).

11.1.3 Landing Zones


A Landing Zone (LZ) is an on-map area of one, two, or three cards. Terrain
cards can be designated as LZs by ordering a Designate a New Tactical
Control action (4.2.1l). LZs may only be placed on terrain cards with a
helicopter icon.

A single LZ compatible terrain card can function as a regular LZ as well as a


MEDEVAC LZ (5.1.7).

To land a transport helicopter which is not part of a pre-planned assault on an


LZ, the LZ must be marked with colored smoke (4.3.6)

LZs have a stacking limit of four vehicles (ground or air) per card, including
Wrecks and Burning Wrecks. Each turn, up to four helicopters may takeoff
and four may land on each LZ card.

Example: CO HQ, 1st SGT and 1/1 collaborate to land a UH-1 helicopter
carrying vital supplies:
1. CO HQ Impulse:
CO HQ uses the CO TAC network to Activate the UH-1 in the Inbound
box (4.2.1i) and to Activate the 1st SGT (4.2.1a).
2. Activated PLT HQ/ CO Staff Impulse:
1st SGT spends 2 command points to order 1/1 Squad to move to the
LZ in the Open Field and then (over the CO TAC network) to deploy
Yellow Smoke.
3. Vehicles Movement Phase:
UH-1 moves to the LZ and drops off the supplies.
11.1.4 Additional Rules for Helicopter Staging Areas
The Helicopter Control Card is made up of 4 Staging Areas: Pickup Zone
(PZ), Inbound, Outbound and Loiter. The following rules apply:
● Units in any of the 4 Staging Areas cannot fire or be fired upon.
● Units without helicopter transport cannot move from the map to any of
the helicopter Staging Areas (or vice versa), or between any Staging
Area (i.e. they cannot walk out of the PZ).
● Units cannot disembark/embark in the Inbound, Outbound or Loiter
Areas.
● There are no capacity limits in any PZ, Inbound, Outbound, or Loiter
Staging Area.
● There is no LOS between different Staging Areas, or between the map
and any of the Staging Areas
● Passengers on helicopters are always considered out of
communication

11.1.5 Landing under fire


Like other vehicles, landing aircraft are vulnerable to AT fire. After landing,
resolve any VOF on the card, then resolve Reaction Fire (10.5.4) from AT
capable units in LOS (no PDF is necessary), before unloading
troops/equipment. Resolve VOF on the card again when transport helicopters
depart.

11.2 Helicopter Assault


The non-linear (no front line) characteristic of guerilla warfare and the advent of the
helicopter as a weapon technology ushered in a new form of military operation during
the Vietnam War: the Helicopter Assault.

To launch a Helicopter Assault you will need to plan for how to deal with the limited
capacity of Landing Zones and the aircraft themselves.

A helicopter assault is a pre-planned automated sequence that does not require


Activation commands from the CO HQ or the marking of LZs.

11.2.1 Air Assault Planning


A helicopter assault is a complex operation and requires careful planning.
This is usually done before the mission begins, with the first wave ready to
land on turn 1.

Scenarios with mid-game air assaults allow for a planning phase in the turn
before the transport helicopters leave the PZ, to perhaps vary your load plan
according to the situation on the map.

An Air Assault plan should include the following:


● Designate a Landing Zone (11.1.3). Consider the number of
helicopters in the first wave and be sure the LZ is large enough to
accommodate those aircraft.
● Load/embark the units on the first wave of transport helicopters. There
is usually not enough room on them to transport all the troops of the
company to the LZ at the same time. You’ll need to split some Squads
into Assault or Fire Teams, leaving unit Steps in the PZ for a later
wave.
● Place the first wave units on the Inbound Staging Area if you intend to
land on the first turn.
● Use Heavy Lift helicopters (such as the CH-47) to bring heavier
elements or the remainder of the company, usually as a later wave,
but be aware of the greater risk of losses should one be shot down
before landing.

As well as who can fit on which helicopter, there are two other maximum
capacities to consider when planning your assault; the LZ’s maximum
capacity of 4 vehicles per card (including any wrecks) and also the maximum
of 16 infantry steps per card (5.1.5). If more helicopters try to land in the same
turn than the LZ can accommodate, the excess aircraft immediately abort
their landing and move to the Loiter box instead (11.1.2).

Any arriving troops who would take the card limit over 16 must remain on the
aircraft. They can either disembark in the next Vehicle Phase, or be taken
back to the PZ for the helicopter to refuel before attempting to enter the map
again.

Note: The presence of Wrecks and Burning Wrecks in a Landing Zone can
make landing difficult. When checking the capacity for helicopter landings,
both of these markers count towards the stacking limit. This is an exception to
5.1.5 .

You don’t need to land assault waves one after another, and you can add
delays to the Landing Plan during play by only moving the follow-on waves
from the PZ to the Inbound area as they are needed. You can also move
waves into the Loiter Zone for a turn if you feel the LZ is too “hot” to bring in
the helicopters safely.

Helicopters on LZ cards at the beginning of the Vehicle Phase take off and
move to the Outbound Staging Area so that other helicopters may land.
Example of a Landing Plan:

1st Wave:
Three UH-1s (3-Step capacity each) Total of 9 Steps.
We want as much of 1st Platoon as possible in the 1st wave, but they have 12
steps in total so each Squad will leave behind one Step:

Stick 1 – 1st PLT HQ, 1/1st PLT (2-step


side) = 3 Steps
Stick 2 – 1/W/1st PLT, 2/1st PLT
(2-step side) = 3 Steps
Stick 3 – 2/W /1st PLT, 3/1st PLT
(2-step side) = 3 Steps

2nd Wave:
Three UH-1s (3-step capacity each)
Stick 4 – CO HQ, ARTY FO, Fire Team
from 1 PLT = 3 Steps
Stick 5 – 2nd PLT HQ, 1/2nd PLT
(2-step side) = 3 Steps
Stick 6 – 2/2nd PLT = 3 Steps

And so on…
Design Note: Troops assigned to an aircraft are called “sticks” or “chalks.”

11.2.2 The Assault Landing


In the AT Combat & Vehicle Movement Phase, move the first wave onto the
LZ Card from the Inbound Staging Area. Have Troop Transports land and
disembark troops to secure the LZ. Move the second wave from the PZ
Staging Area to the Inbound Staging Area. When landing on a “hot” LZ,
remember to check for AT Fire (11.1.5) and to adjust VOF’s if necessary as
the transport helicopters open fire.

In the ensuing AT Combat & Vehicle Movement Phase, the aircraft in the first
wave will depart while the second wave lands and disembarks troops.
Remember that the limit of a Terrain Card is 16 steps, so troops on earlier
landings must try to move off the LZ as soon as possible to make room for the
later waves.

11.3 Amphibious Assault


Due to the additional complexity of coordinating numerous small craft in often
uncertain sea states, Amphibious Assaults are almost always pre-planned. They
essentially work in the same way as a Helicopter Assault with waves of vehicles
cycling onto the Landing Zone, or in this case, the Beach. Prior to the mission you
must confirm your loading plan onto the amphibious vehicles, splitting units as
necessary so they fit. Once the mission begins the assault waves progress through
the surf and onto the beach where they deposit their passengers, provide covering
fire and can be loaded with casualties before they leave. Some transports may be
delayed by enemy fire on the way in, similar to a helicopter having to move to the
loiter box, before re-attempting to land on the beach (see Campaign Special Rules
for details).

Amphibious transports will always drop off all the units they are transporting on the
beach, which may result in a card becoming overstacked by Infantry units. If this is
the case, you must move someone out at the first opportunity to get back into limits.

As with other vehicles, there is no LOS to/from passengers on an LVT and they are not
affected by VOF.
Fields of Fire v3.0 (draft) - Chapter 12 - Playing a Full Campaign

12.0 Playing a Campaign


Although playing individual missions will provide you with a great game experience, playing
a series of missions as a campaign will give you a much deeper insight into command of a
company. When playing a Campaign, the actions you take after a mission are as important
as those within the mission, and they are just as much a part of the game. This need to
balance between mission accomplishment and sustaining the company across the campaign
is a completely different dynamic than playing out a single stand-alone mission. The player
sets the conditions for the next mission based on how experience is distributed, and
replacements are integrated.

When playing a campaign, you must successfully complete a mission before moving on to
the next mission. The Mission Instructions will indicate what constitutes the successful
completion of a mission and the number of times the mission may be attempted (see
Reattempts, 3.9).

In between missions you will rebuild your company with remaining LATs and Replacement
Steps. You may spend Experience Points on promotions for surviving steps and skills by
spending Experience Points.

12.1 Gaining Experience during a Mission


The company receives Experience Points by accomplishing tasks during the course
of a mission. The mission instructions indicate how many points each task is worth.
Possible Mission tasks might include securing key terrain, evacuating casualties
(5.1.7), taking enemy prisoners (8.15), and so on.

If a mission takes place over several Attempts, all experience gained during one
attempt can be assigned during the setup for the reattempt (3.9).

Often you are tasked to clear or secure cards. “Cleared” means all enemy units and
PC markers have been removed from a card which started the mission with either.
“Secured” means a friendly unit occupies a “Cleared” card.

Determine whether a card is Cleared at the end of a mission or attempt. You do not
get points for a card that is cleared during a mission but then reoccupied by the
enemy before the mission is over, and you cannot get double points for clearing a
card twice.

At the end of a mission tally your experience points. You will use these to patch up
your company and award promotions and skills before the next mission.

12.2 Between Mission Sequence


Perform these activities, in the listed order, between missions:
● Add up total experience points for the mission.
● Rally any weapons teams, spotters and HQs on their Fire Team sides to their
Good order side.
● Reduce all other LAT units to Green Experience Level (except those set aside
as prisoner guards).
● Reconstitute squads, HQs and Company weapons teams (not Attachments)
with the LATs.
○ Note: The original platoon assignment of a LAT does not have to be
tracked during the game. LATs can be used for reconstitution freely.
○ Add experience to any steps you want in order to upgrade your
squads, HQs and Weapons Teams while reconstituting (according to
12.3).
○ Note that any HQs reconstituted from LATs in the previous step cannot
be given experience upgrades.
● Add any Replacements as specified in the mission instructions at Green
Experience. These Green Replacements cannot be given promotions with
spare experience points. Returning Veteran Steps may also become available
as per 12.4.
● Discard any Replacements that aren’t needed.
● Spend any remaining Experience Points on Skills.
● Reset all ammo and fire missions and prepare for the next mission.

Note: See 3.9 for instructions on setting up between attempts of the same mission.

12.3 Using Experience Points


It costs one Experience Point to promote a Step from Green to Line. It costs three
Experience Points to promote a Step from Line to Veteran. You may only increase a
Step by one level of experience between missions.

Any remaining Experience points can be used to purchase Skills for the next
mission/attempt (12.7). The company loses unused Experience Points.

You cannot use Experience Points to promote attached or supporting Steps assigned
to the company by the Mission Instructions (engineers, units from heavy weapon
companies, etc.).

12.3.1 Using Experience Points After Combat Patrols


Experience points are accumulated and can be spent in between each patrol
(as per Mission Reattempt instructions 3.9). However, only units that
participated in the Patrol mission may be promoted (i.e the platoon which
carried out the patrol, company weapons teams assigned to that platoon and
any Staff which accompanied the patrol).

12.4 Replacements
At the end of a successfully completed mission the company may receive
replacement Steps. You only receive replacement Steps after the successful
completion of a mission, not for reattempting a mission. These Replacements arrive
as Green experience steps.
In addition, some veteran replacements may become available as lightly wounded
men return to the company. Add one Veteran Replacement for every four casualty
Steps suffered in a mission, rounding any fractions down (i.e. 7 casualty steps
returns 1 Veteran step; 8 casualty steps returns 2 Veteran steps).

These Veteran Steps are in addition to the Green Replacements listed in the mission
instructions.

You can use the replacement steps to supplement any unit in the company which lost
steps as casualties or prisoners.

Note: When counting casualties for the sake of determining how many veteran Steps
you receive, count all casualties - evacuated or not. But only count those from the
mission just completed - there is no carryover from mission to mission. For missions
that have been reattempted, count the total number of Casualties suffered during the
entire mission, including any reattempts.

Example: In the Normandy Campaign, mission instructions state that 6 replacement


steps are available after each mission. During the mission you lose 7 Steps as
casualties. In the Replacements step of the between-missions sequence you would
receive 6 Green replacement Steps and one Veteran Step.

Allocate the replacement Steps to the company and then determine the final
Experience Level of individual units. Once the combined experience of a multi-Step
unit is determined (12.6), all Steps of that unit are considered to be at that
Experience Level for the next mission. Individual Step experience does not have to
be tracked.

You can also use a replacement Step to reconstitute an HQ or Staff unit, but the
reconstituted HQ will have an Experience Level of Green.

Weapons Teams and FOs attached to your company for a mission are automatically
replaced for subsequent missions and do not require replacements - their parent
organization takes care of that for you.

12.5 Other losses


Some campaigns have special instructions for applying additional losses of steps, or
experience levels in between missions.

12.6 Multi-Step Unit Experience Levels


Bear in mind the following table when rebuilding your company from LAT steps and
Green and Veteran replacements.
Unit size Step 1 Step 2 Step 3 Step 4 Result

Veteran Line / Green Line


2-Step
Units Line Green Green

Veteran Veteran Green Line

Veteran Veteran Line Veteran

Line Line Any Line


3-Step
Units Green Green Veteran Line

Green Green Line Green

Veteran Line Green Line

Veteran Veteran Veteran Any Veteran

Veteran Veteran Any Any Line

Line Line Line Any Line


4-step
Units Line Line Veteran Green Line

Line Line Green Green Green

Green Green Green Any Green

Examples
Line Experience 4-step squad 2/3 suffered 2 step losses during the Mission. Two
LATs can be used to bring the unit back to 4-steps.
If left as it is, the new experience level will be Green (L+L+G+G). One experience
point can promote one of the LAT steps to Line experience level, which will bring the
whole unit up to Line Experience (L+L+L+G = Line).

Veteran Experience 3-step squad 1/2 suffered one step loss during the mission. One
LAT can be used to bring the unit to 3 steps at Line Experience (V+V+G=Line).
Promoting this step to Line experience brings the unit back to Veteran Experience
(V+V+L=Veteran).

Line Experience 3-step unit 3/3 suffered one step loss during the mission. Any LAT,
or even a Green Replacement can be used to bring the squad back to its original
3-step Line Experience (L+L+G=Line). No experience points are required.

12.7 Skills
Skills may be purchased with experience points between missions, or may be
provided via a Higher HQ Event, or at the beginning of a mission in the mission
instructions. They are tracked with Skill Markers.

When acquired, Skill Markers are immediately allocated to PLT HQ or CO Staff on


the holding display. No one HQ or Staff may have more than three Skill Markers at
any one time. Skills are expendable, single use items that may be used during an
Action attempt to make the Action automatically successful, provide an additional
draw, or be used for a general initiative Command. For Skills that cause an attempt to
be successful, commands are still used and the cards still need to be drawn to
determine if a critical hit or jam takes place.

If a Skill is held by a PLT HQ it can be used for the benefit of any unit in or attached
to that platoon. If a Skill is held by a CO Staff unit, it can only be used for the benefit
of that unit. Skills are limited by what is available in the counter mix. Skills not used
by the end of a mission are lost.

Army Skill USMC Effect Experience


Name Skill Name Point Cost
NCO Esprit de Corps Platoon can use one extra General Initiative 2
Command
NCO Semper Fi Rally a Paralyzed Team to an Assault Team 2
(auto success)
NCO Semper Fi Rally a Paralyzed Team to a Fire Team (auto 1
success)
Squad Tactics Squad Tactics Spawn an Assault/Fire Team from a 3-step or 1
4-step squad for free (no command cost)
Good Training Good Training Platoon receives +1 draw for an Attempt. 1

Trained Eye Auto Spot Platoon receives one free SPOT success (no 1
draws are necessary)
Use the Ground Auto Cover Platoon receives one free Search for Cover 1
success (no draws are necessary)
Extra Mags Extra Mags Platoon receives one free Concentrated Fire 1
success (draw to check for critical hits and
Jams)
Deer Slayer Auto Infiltrate Platoon receives one free Infiltrate success 1
(no draws are necessary)
Star Pitcher Auto Grenade Platoon receives one free Grenade Attack! 1
success (draw to check for critical hits and
Jams)

12.8 Winning a Campaign


Before starting a campaign you should choose between three methods of
determining whether you have been successful:

1) Standard: The traditional method is to successfully complete each mission in


the campaign within the number of attempts given in the Mission Instructions,
except for Combat Patrols. If you fail to complete a mission (excluding a
Combat Patrol) the Battalion Commander relieves you of your command.

2) Survivor: Another method is the “survivor” method. Fields of Fire has a


role-playing aspect to it, with you the player in the role of a Company
Commander. In survivor mode, the goal is to complete the campaign with the
CO HQ not becoming a casualty. In survivor mode, you must attempt to
successfully complete each mission (except Combat Patrols), but if you fail
after any re-attempts the campaign does not end, you continue to the next
mission. If you fail a mission you may not use experience points to promote
the CO HQ to Line or Veteran.

3) Hardcore: The final path to victory is “hardcore” mode, in which you must
successfully complete each non-Combat Patrol mission and not have the CO
HQ become a casualty.

Combat Patrols do not have to be completed to proceed in the Campaign, regardless


of the method used. However, they are a useful source of experience points for any
platoons that you choose to send out on patrol. And in some cases, (as in real life),
the patrol can be used to scout the terrain before carrying out a regular mission in the
same area.

Reconstitution Example
You can use the Log sheet to note the experience levels of each step during Reconstitution
in between missions and work out how you are going to distribute your experience points.

In the example below each unit is marked with an Experience label (G, L or V) to help
visualize what’s happening.

1. This is the company at the end of the mission. First thing to do is check that the
number of LAT and Casualty Steps you have match the number missing from the
company (bear in mind attachments and additional units such as vehicle crews which
may have been placed on the map during the mission). If the numbers don’t add up,
you’ve made a mistake somewhere during play).
We lost 1st SGT (1 step), 1/1/MG (1 step), 1 step from 2/1 and 2 steps each from the
squads 1/1 and 3/1 for a total of 7 (each of these squads originally had 4 steps). And
we have 7 LATs scattered about the map or on the Command Display. So, we’re set
to go. It doesn’t matter where the LATs came from originally. Every LAT (even the
Line rated Assault Teams) counts as 1 Green Step during Reconstitution between
missions/attempts.

2. Next we decide which Steps we are


going to reconstitute. In this mission there are
no fixed Replacements and we did not suffer
enough casualties to regain a Veteran level
Step Replacement (12.2). Since casualties are
not recoverable, this means we are resigned to
entering the next mission 2 steps down.

We decide that it’s important to recover our 1st


SGT and 1/1/MG Team so 2/1 and 3/1 will be
reduced to 3-step squads.

We can simply reconstitute the squads with the


Green steps and recalculate the unit
experience level using the Average Experience
Levels chart in 12.6 (and on the Player Aid).
However, we gained 21 experience points
during this mission. So let’s put them to good
use.

3. We spend our experience points


thus:
● CO HQ Promoted to Line: 1
point
● CO XO Promoted to
Veteran: 3 points
● As a new HQ, 1st Sgt
cannot be promoted so
remains at Green.
● 1st PLT HQ Promoted to
Line: 1 point
● 1/1 Plt Promoted to Line: 3
points (3 Green Steps are
promoted, L+L+L+G=Line)
● 2/1 Plt Promoted to Veteran:
6 points (2 Line Steps are
promoted, V+V+L=Veteran)
● 3/1 Plt 1 Green Step is Promoted to Line: 1 point (V+V+L=Veteran)
● 1/1/MG Promoted to Line: 1 point
● 2/1/MG Promoted to Veteran: 3 points
Total cost: 19 points

This gives us 2 points to spend on a couple of skills.


Fields of Fire v3.0 (draft) - Chapter 13 - Urban Combat

13.0 Urban Warfare


The challenges of close urban terrain for combat are many, necessitating unique Terrain
cards and rules to account for them. You will notice that the Urban Terrain cards have areas
within the card. In open terrain these areas within a card are represented with Cover
markers, but in urban terrain the cover is more obvious and the relative ranges are much
shorter. So no Cover markers are used in Urban Terrain cards.

13.1 Urban Terrain Cards


The subsections of Urban Terrain cards have their own description and their own Cover &
Concealment value. The majority of Urban cards have 6 subsections; 4 “In the Street” areas
and 2 “Building” areas. The Building (or Buildings) occupy the central physical space so that
units not in the Building areas must be placed along one of the four sides of the card to
indicate which particular street they occupy.

Each subsection functions like a Cover marker. Unlike standard Cover markers however,
units from both sides may occupy a given section. Unlike regular terrain cards, the LOS
depends on the placement of the units on the card.

For the purposes of Enemy Action checks and Command Draws, In the Street Areas and
Courtyards are considered “not under cover”.

When looking at the map as a whole, each card is a basic city block with the spaces
between each card representing the streets and alleys. Each street is divided between two
Adjacent cards with each having the physical side of the road closest to its Building.
Building types:
Large Interior Building: Building like a church, library, or post office with a large
interior space. These terrain cards have one single Building area and 4 In the Street
areas.
Complex Building: Building with many interior rooms like residential and small office
spaces. The image on the terrain card is not a literal geographic representation of the
location of buildings on the card. The complexity of the structure is abstracted into
two Building areas surrounded by 4 In the Street areas.
Compounds: Building with a wall and an interior courtyard or garden. This style of
Building was very common and found in many areas of the world. The wall restricts
first floor access and visibility. Some compounds have extensive gardens with
bushes and trees that provide additional cover and concealment within the wall.
Compound terrain cards are made of one building Area, one courtyard or garden
area and 4 In the Street areas.
Large Compound: This is a large walled-in space that is attached to an Adjacent
Building to form a multi-card Compound. It consists of 1 single courtyard area and up
to three In the Street areas (depending on how it is attached).
Detached light Buildings: Small wood and corrugated tin sheds or shacks, etc.
These consist of one or more central areas with Buildings and 4 In the Street Areas.

Urban Terrain cards can be used alongside regular Terrain cards that function
normally.

Note: Many Urban Terrain cards, such as Complex Buildings and Compounds depict
the central section as two distinct areas in front of each other. This is simply an
abstraction for convenience, the two sides do not block each others’ LOS and either
area can be entered regardless of which direction you approach the card.

Example:
Regardless of which building area the units are in, they have LOS and can fire upon units in
the adjacent card. (See LOS rules in your Mission Book for specific restrictions caused by
Urban Combat buildings)
13.2 Movement in Urban Terrain Cards
The following rules apply for moving into and within Urban Terrain cards:

13.2.1 Entering and Moving Around Urban Terrain Cards


Urban Terrain cards have Inside Building and In The Street areas. When attempting
to enter an Urban Terrain card from an adjacent card, units must always move to the
closest In The Street area first, with a choice of two streets if entering diagonally.

When exiting a building to the In the Street area, a unit can be placed on either side
of the street (the street area on its own card, or the street area of the adjacent card).

To move from area to area on a single Urban Terrain card, including the four street
areas, units must use a Move within a Card Action (4.2.2.f). To reach the opposite
street area requires either transiting the Building or staying in the street and going
around the Building.

Note: Units may not use Infiltrate within a Card (4.2.2.g) commands to move about
unexposed within an Urban Combat card.

Example.
● With 1 command, 1/3 can
move from the Tree Line to the Complex
Building card by entering the left side In the
Street Area.
● 1/1MG can move to the
Complex Building with one command and
choose the left or the bottom side In the
Street Area to enter. If they move to the
Large Interior Building on the right, they can
only enter the left-side In the Street.
● 1/Aslt can spend 1
command to exit into the street. They can
choose to enter either the Large Interior
Building street, or they can move directly to
the Complex Building In the Street area.
● 1/3MG can spend 1
command to cross the street to the
Complex Building.
● Finally, to move from the
Complex Building to the Tree line, 2/2MG
can choose to move around the building or
through it (both cost 2 commands). But
being Exposed, they would not be able to
Move to the tree line until the next turn.

Note: All standard movement rules (5.1) apply. Moving units are Exposed. Exposed
units may not Infiltrate or move to adjacent cards.

13.2.2 Entering a Building Area


A Barricaded Building cannot be entered until the barricade is breached (13.5).

From the In the Street area, a unit can enter a non-barricaded Building Area with a
Move into Cover Command (this represents the traffic problem of getting in and out of
Buildings through a limited number of doors or windows).

Note: Compounds are more complex and have their own rules. See 13.4 for details
of how to enter a Compound.

A unit may only enter a non-barricaded Building area if:


● There are units from its own side present, or
● It is unoccupied (no PC markers or Enemy units with a printed VOF rating) or
● It is occupied by units from the opposing side or PC Markers and
○ the units are under a Grenade Attack or
○ the units are Pinned, or
○ the card has a Smoke, WP Smoke, or CS Gas marker on it.

For Complex Buildings a unit may move from one Building area on the card directly
to the other Building area on the card without having to go into the In The Street
area. This move is subject to the above restrictions.

Urban terrain cards may also depict detached building areas. In this case, each area
is a separate building and so entering and exiting require transiting one of the four
street areas.

Vehicles may only move into or through the street area. They may not move into the
Buildings.

13.2.3 In-Card Movement


As with regular terrain, units may make as many Move within a Card actions as they
have commands available to expend, even while Exposed. For example, an HQ
could order a squad to move within the card two or three times (or more). Also keep
in mind that each area functions like a Cover marker for Visual-Verbal
communications. In practice, due to the highly segmented battlefield, your HQs will
have to do lots of running around to position units. They should have more
Commands than normal, however, since they do not have to expend any to seek
cover and will often receive a +1 bonus for being under cover.

13.2.4 Falling Back, Retreating and Cover


When units must fall back to the best available cover, either as part of an Enemy HQ
or Activity check or during the Mutual Capture & Retreat Phase. They will move to an
adjacent card and then into a Building Area on that card (subject to the restrictions
above) if one is available.

13.2.5 Moving through PDF


Urban Combat presents more complex LOS and areas to move around within a
single card than regular terrain and as such needs slightly more complex restrictions
of moving through fire. In addition to not moving units through a diagonal PDF
(5.1.2), any infantry unit which moves into a PDF must stop moving immediately
(they may not take any further Move within a Card or Move to Adjacent card actions
this turn).

13.3 Multi-Story Buildings & Rooftops


Unless otherwise specified in the mission instructions, all upper stories are abstracted into a
single upper story indicated by placing the units on an Upper Story marker. Use the markers
without an NCM value. To move to the upper story the unit must first enter the Building at the
first floor and then move to the upper story. In complex Buildings units may move from the
upper story of one area to the other, but may only go up or down within one area, so you
cannot go up in one then down into the other. You must go up, then to the adjacent upper
story, then down.
Example
1st PLT HQ has 4 command points and is in communication with 1/1 on the CO TAC Net.
1st PLT HQ orders 1/1 to move to the upper story, then move to the other building area
(remaining in the upper story) and finally to make a Grenade Attack from the upper story to
the NVA squad on the ground floor a CO TAC radio. The 4th command point is used to order
an Assault Team to enter the building area with the NVA unit (which is now possible due to
the Grenade Attack marker). As they are in the same area, the NVA unit’s VOF shifts to the
Assault Team.

The Cover & Concealment value of Upper Story areas is the same as the ground floor area,
however Upper Stories are vulnerable to Mortar, RCL, and Tank fire. Any H VOF or
Incoming! VOF has an additional –1 to the NCM for units in upper stories.

Rooftops provide an additional LOS benefit, as they are considered one level higher than the
Upper Story marker. Rooftops must be accessed from the upper story via an additional Move
within a Card Action.
Rooftops provide less protection than Buildings and the cover modifier is not cumulative with
the cover modifier of the Building.

Design Note: Many architectural styles have flat roofs, and when a “lip” surrounds the roof it
is militarily useful. In Hue, however, the architectural style made the rooftops unusable.

13.4 Compounds
Walled Compounds present a challenge to both attackers and defenders. The following rules
apply in addition to those laid out in 13.2.

13.4.1 Entering a Compound


Units enter a Compound by first moving from the In The Street area to the Courtyard.
This can be done in two ways:
i) Passing through a Breach in the wall (13.6). A Breach in a Compound cannot be
entered directly from an adjacent card. The In the Street area must be entered first.
Therefore it takes two commands to enter the Courtyard.
ii) Climbing over the wall. Units which are not Exposed may enter the Courtyard from
the In the Street area with one command. This usually means it will take 2 turns to
enter the Compound, one to enter the Street (and be marked Exposed), one to enter
after Exposed status is removed in the next turn.

13.4.2 LOS to, from and within a Compound

External Fire
Protection from external fire, and the ability to engage units within the walls of
a compound depend on its design and the construction of the outer walls.
Some compounds have thick, high, bullet-proof concrete walls that provide
the units inside protection from almost all forms of direct fire. Others are less
sturdy and have walls that can be penetrated. Firing loopholes or windows
may or may not be present. The Campaign instructions will contain details on
LOS, the effects of VOF and the weapons which can be used to breach the
walls.

LOS for upper storeys is as described for multi-story buildings in the LOS
rules for the Campaign (in the appendix right now).

Internal Fire
All areas within a Compound, including Attached buildings and upper stories
have LOS to one another and combat may occur between any units
occupying these areas (13.2). Units firing into the courtyard from the upper
story of a Building area in the Compound or an Attached Building may
automatically play a Concentrate Fire on the courtyard in the Combat Phase
(enemies will always do so if they have enough ammo).

Note: A Compound containing Spotted enemy units meets the prerequisites for an
attempt to Call for Fire from off-map even if there is no LOS to the actual units inside
(7.16.1).

13.5 Barricades
Buildings may be barricaded to prevent entry from the street. Barricades may be placed as
part of an enemy force package or by mission instructions. A Barricade can be removed by
Breaching (13.6). A barricaded building can only be entered if it is breached.

13.6 Breaching
Breaches are used to:
● Facilitate entry into a compound
● To allow entry into a barricaded Building
● And to allow entry into a Building (but not a Compound) without going through the In
The Street area (creating a large entrance for troops to enter the Building quickly).

A Breach provides access to any area of a regular building and to the Courtyard of a
Compound.

13.6.1 Causing a Breach with Demolitions


Demolitions must be placed by a unit by carrying the demo to the In The Street area
of a Compound or Barricaded Building. If under a VOF the demo is placed and
detonated with a successful Grenade Attack attempt. If not under a VOF the
Command is still expended for the Grenade Attack attempt, but it is automatically
successful. If the Grenade Attack attempt is successful, place a Breach marker. Any
enemy units in the courtyard or one section (player’s choice or random) of a
barricaded Building being breached are considered HIT. Immediately draw a card for
each unit to determine the hit effect.

If not successful, place a Demolition Miss Marker

13.6.2 Causing a Breach with other Weapons


Various weapons can be used to breach barricaded buildings and compounds, such
as rocket launchers and Heavy tank guns. As this depends on the strength of
construction and the weapons available, each Urban Combat Campaign will give
specific instructions on which weapons can be used.

13.7 Attached Buildings


Especially large or complex Buildings can span two or more cards by placing an Attached
marker between two cards. This may form a T-intersection as there is no Street area on the
sides that are attached. Units inside such buildings may move between cards that are
attached without being marked as Exposed and without exiting the Building and entering the
In the Street area. Occupants of attached Building cards have LOS down both sides of the
street perpendicular to the attached sides. All Building areas and attached buildings have
LOS to each other.

When firing at a T-Intersection, you can choose which card is hit. A Shift Fire order later can
move the VOF to the other building.

Multi-card compound cards can only be entered through the courtyard, as per 13.4.

Example:
2/3 Squad is firing up the street. Normally there would be no LOS to or from the NVA
occupied building areas from this position, however the Attached marker indicates that the 2
cards at the end of the street are in fact a single large building, which is directly in front of
2/3. The Squad opens fire and chooses which card to place the Small Arms VOF on.
Likewise, as LOS is reciprocal, NVA units in both building cards return fire down the street
and an A VOF is placed on 2/3's card.
13.8 Urban Combat
Units from both sides may occupy a single Building area. If units from both sides occupy the
same Building area, they exert their VOF into that Building area only. If units from one side
occupy a Building area, and units from the other side are anywhere else on the same card,
the units exert their VOF onto all areas of their card (Point Blank) in LOS.

Note that the building area may block LOS within the card in some cases. (13.8.2)

Example
In situation A below, 1/NVA and 2/1 are in the same building area, they exert Automatic
Weapons VOF on each other and no other areas of the card. Likewise 2/3MG and 7/NVA
exert their respective VOFs on each other (Automatic Weapons and Small Arms) and no
other areas of the card. The Litter Team in the Street area outside is unaffected.

In situation B, no US units share the building area with 1/NVA, so its VOF is exerted to all
areas of the card in its LOS. 2/3MG, 7/NVA and the Litter Team outside are placed under
1/NVA’s Automatic Weapons VOF. 2/3MG and 7/NVA continue to fire only within their own
area, so 1/NVA is not affected.

13.8.1 Area Stacking Limits


Like standard Cover markers, units in building areas suffer a -1 NCM penalty for
every step over 3 in one area. This stacking limitation is per side. A Grenade Attack
or Concentrated Fire Attempt will hit all opposing units in the target area.

Crossfire and Grenade Miss Modifiers still apply to all occupants of a card.

Example. A US squad and two 3-step enemy squads occupy a building area of an
Urban Combat card with Cover & Concealment rating of +6. The US unit makes a
successful Grenade Attack (-4). Each of the enemy squads are attacked with an
NCM of -1 (+6 Cover & Concealment, -4 Grenade Attack, -3 Stacking Penalty).
In Urban Combat it is very risky to put too many troops into one area.

13.8.2 Urban Line of Sight (LOS)


LOS is heavily influenced by architectural style. This influences whether or not the
rooftops are available for use, how high the upper stories go, the variety of Building
types, and the presence of compounds. Due to this localization factor, Urban LOS is
Campaign-specific. Each Urban Combat Campaign will articulate the LOS details for
its particular setting.

Due to the more restricted LOS in urban Combat, there may be times when it is
necessary to place two PDFs originating from a card. This is an exception to general
PDF rules.

Example
In the Hue Campaign, the center Building area blocks LOS to the opposite In the
Street Area.
US units in a building are trading fire with an NVA squad in a Cane Field to the left,
while also taking fire from an MG Team in the Light Detached Buildings to the right.
1/2 Squad enters the right-side In the Street area. With no LOS to the Cane Field, 1/2
can open fire on the LMG to the right so a second PDF is placed.

● The Cane Field is under fire from 2/2, 1/2MG and 1/Aslt: An Automatic
Weapons VOF is placed.
● The Light Detached Buildings are under fire from 1/2: An Small Arms VOF is
placed.
● 2/2 and 1/2MG are under fire from an NVA squad to the left and an MG team
to the right: An Automatic Weapons VOF is placed, in addition they will suffer
a Crossfire penalty.
● There is no LOS from the NVA MG team to 1/Aslt: Small Arms VOF is placed,
and no Crossfire penalty will apply.
● There is no LOS from the NVA squad to 1/2: The Automatic Weapons VOF
will apply, but no Crossfire.

13.8.3 Resolving Potential Contacts


“Direction” of contact in Urban Combat depends on the location of the triggering unit
in the card. If multiple units are on a card which triggers a PC Contact, select one unit
randomly and resolve the contact using that unit’s position to determine direction. If
part of a package is unable to target the triggering unit, select another unit on the
same card to “trigger” that part of the package.

Refer to the diagrams below for infantry or vehicle placements triggered by units in
Street areas.
Infantry Package Placement for In the Street units
Vehicle Package Placement for In the Street Units

13.9 Hand Grenades & Pyrotechnics in Urban Terrain


The shorter physical ranges and the division of streets between Urban Terrain cards make
the use of Hand Grenades and hand thrown Pyrotechnics a little different than the standard
rules. These rules do not apply to rocket, mortar, recoilless rifles, or rifle grenade based
Grenade Attack attempts. The effects of Smoke, WP and CS Gas only affect the area in
which they are deployed on an Urban Terrain card.

13.9.1 Making Hand Grenade Attacks and Deploying Pyrotechnics In the Street
Units In the Street may deploy pyrotechnics to or attempt Grenade Attacks against
adjacent In the Street areas, courtyards, building areas on the ground level or the
rooftops of single-story buildings as detailed in the Table of Allowable Grenade or
Pyrotechnic Targets below.

For example, a unit wanting to cross the street may deploy a smoke grenade to the
other side of the street, and then move.

13.9.2 Making Hand Grenade Attacks and Deploying Pyrotechnics Inside


Buildings
Units inside buildings may deploy pyrotechnics to or attempt Grenade Attacks
against In the Street areas, courtyards or other building areas on the same level,
including the inside areas of Attached Buildings.

In buildings with Upper Stories or Rooftop areas, units may also make Grenade
Attacks or deploy pyrotechnics up or down one level in the same area. Units on
rooftops can make grenade attempts or deploy pyrotechnics to adjacent In the Street
Areas.
Table of Allowable Grenade or Pyrotechnic Targets
Target’s Location

Thrower’s In the Adjacent Ground Single Story Upper Multi-story Courtyard


Location Street in the Floor Building Story Building
Street Rooftop Rooftop

In the Yes Yes Yes Yes No No Yes


Street

Ground Yes No Yes Yes Yes No Yes


Floor

Single Yes Yes Yes Yes - - Yes


Story
Building
Rooftop

Upper Yes No Yes - Yes Yes Yes


Story

Multi-story Yes Yes No - Yes Yes Yes


Building
Rooftop

Courtyard Yes No Yes Yes No No Yes

Note that Hand Grenade Attacks still require LOS to a Spotted enemy unit to carry out.
Rulebook Index of Examples (rough start)

Chapter 1
1a. Converting a unit

Chapter 3
3a Reconstitution (temporary probably)

Chapter 4
4a Command Track - Co HQ Impulse
4b Command example - seeing off a sniper

Chapter 5
5a Restriction on moving through diagonal PDF
5b LOS through white/dark borders 1
5c LOS through white/dark borders 2
5d Reciprocal LOS
5e Effect of elevation on LOS
5f Cover & Concealment
5g Effects of overstacking areas of cover
5h Bunker complexities

Chapter 6
6a Immediate updating of PDF/VOFs principle - Visibility
6b VOF hitting the closest target principle
6c VOF marker placement 1 - fire from two sides
6d VOF marker placement 2 - artillery
6e VOF marker placement 3 - Point Blank combat
6f VOF marker placement 4 - Point Blank combat 2
6g Immediate updating of PDF/VOF principle 2 - Out of ammo
6h Moving along a PDF
6g NCM calculation 1 - Ranged combat
6h NCM calculation 2 - Point Blank combat
6i Hit effects
6j Reconstitution - no increase of firepower principle
6k Rallying & Reconstituting

Chapter 7
7a Grazing Fire
7b Overhead Fire 1
7c Overhead Fire 2
7d Elevation considerations for Grazing Fire, Overhead Fire and FPL
7e Mortar Section Indirect Lay
7f Grenade Attack - Point Blank
7g Grenade Attack - Ranged
7h Mortar Section ammo distribution on breakdown

Chapter 8
8a Enemy package placement 1
8b Enemy package placement 2

Chapter 10
10a G! Rated vehicles in AT combat
10b AT combat example 1
10c AT combat 2
10d AT combat 3

Chapter 11
11a Manual landing of a helicopter
11b Air assault landing plan

Chapter 12
12a Replacement steps
12b Squad Reconstitution 1
12c Squad Reconstitution 2
12d Squad Reconstitution 3
12e Platoon reconstitution

Chapter 13
13a Abstraction of building areas
13b Moving within Urban Combat Terrain cards
13c Multi-story buildings
13d LOS from attached buildings forming T-Junctions
13e Point blank combat in Urban Terrain
13f Effects of overstacking Urban Terrain card areas
13g LOS involving Urban terrain and regular terrain
Fields of Fire 3rd Edition - Turn Sequence Summary
(Adjust PDF & VOF markers and Activity Level any time the map updates except during 3.7.4)

3.1 Friendly Higher HQ Event Phase 3.4 Offensive Missions/Combat Patrols: Enemy Activity
(Starting on Turn 2) Phase
• Draw an Action card; if the HQ icon is present, determine an 3.4.1 Enemy Higher HQ Event Segment (Starting on Turn 2)
event on the Friendly Higher HQ Events Table. • Draw an Action card; if the HQ icon is present, determine an
event on the Enemy Higher HQ Events Table.

3.2 Defensive Missions: Enemy Activity Phase 3.4.2 Enemy Activity Check Segment
3.2.1 Enemy Higher HQ Event Segment (Starting on Turn 2) • Enemies firing at cards without valid targets shift/cease fire.
• Draw an Action card; if the HQ icon is present, determine an • Check every enemy unit on the map for activity.
event on the Enemy Higher HQ Events Table. ⇒ Determine card order randomly.
⇒ On each card, check units based on their status on the Activity
3.2.2 Enemy Activity Check Segment Check Hierarchy tables.
• Place PC markers as indicated by the Mission Instructions.
• Check every enemy unit on the map for activity. 3.5 Mutual Capture & Retreat Phase
⇒ Determine card order randomly. 3.51 Capture Segment
⇒ On each card, check units based on their status on the Activity • Capture any Paralyzed or Litter Team alone on a card with Infantry
Check Hierarchy tables. units with a VOF Rating from the opposing side.
• If side does not take prisoners, Convert captured Steps to
casualties; otherwise, designate a guard step and remove guard
3.3 Friendly Command Phase and prisoner steps from play. Place on the Command Display.
During the segments of this phase: • Enemy casualties on a Cleared card are automatically captured and do not
• For a unit or HQ to receive a command, it must be in the Chain require guards (Enemies do not capture casualties)
of Command of the HQ or leader issuing the command and in
communication with it.. 3.5.2 Retreat Segment
• Retreat any non-Pinned Paralyzed Team under a VOF marker one card.
3.3.1 Activation Segment Priority is no VOF, then best net NCM (random if equal), and mark Exposed.
3.3.1a BN HQ Impulse • Retreat any non-Pinned Litter Team plus a Casualty under a VOF marker one
• If the BN HQ is not on map, activate the CO HQ. card. Priority is no VOF, then best net NCM (random if equal), and mark
• If the BN HQ is on map, give it the maximum number of Exposed.
Commands (6 in daylight, 4 in Limited Visibility) and expend
them on units (4.2). BN HQ does not save Commands. 3.6 AT Combat & Vehicle Movement Phase
3.3.1b CO HQ Impulse • Fire Activated AT capable units and Move, Spot or Concentrate
• If activated by the BN HQ, draw an Action card and give it the Fire with Activated Vehicles; if both sides have activated units,
modified number of Activated Commands. alternate sides, starting with the attacker. Carry out Reaction
• Save those Commands or expend them (and any saved Fire. Flip each unit’s Activated marker as it finishes its Action..
Commands) on units up to the maximum per day and per
Experience Level. 3.7 Mutual Combat Phase
3.3.1c PLT HQ/CO Staff Impulse
3.7.1 Fire Mission Update Segment
• Select a PLT HQ or CO Staff that was activated by the CO HQ, draw
• Remove existing Incoming! and Air Strike! VOF markers.
an Action card and give it the modified number of Activated
• Flip Pending markers to their active sides.
Commands.
• Save those Commands or expend them (and any saved
Commands) on units up to the max per turn according to 3.7.2 Potential Contact Evaluation Segment
Visibility and Experience Level. (indicated on Command • For each card with a PC marker and a friendly unit, draw a number
Display). of Action cards based on the PC marker and the Current Activity
• Repeat for the next PLT HQ/Co Staff Level on the PC Draws Chart.
• If a card contains Contact!, Contact is made; immediately
change the Current Activity marker.
3.3.2 Initiative Segment
• If enemy Contact is made, determine enemy package to use
3.3.2a CO HQ Impulse
and placement per 8.3.
• If not activated in 3.3.1, draw an Action card and give it the
• Place any applicable VOF and PDF markers.
modified number of Initiative Commands.
• Save those Commands or expend them (and any saved
COMMANDs) on units up to the maximum per turn according to 3.7.3 Pinned Recovery Segment
Visibility and Experience Level. • Remove Pinned markers from any Vehicle or Infantry units that are not under
3.3.2b PLT HQ Impulse a VOF.
• Select a PLT HQ that was not activated in 3.3.1, draw an Action card
and give it the modified number of Initiative Commands. 3.7.4 Combat Effects Segment (Do not adjust VOF/PDF until 3.8)
• Save those Commands or expend them (and any saved • For each Infantry unit on a card with a VOF marker:
Commands) on units up to the maximum per turn according to • Resolve any Flamethrower Attacks.
Visibility and Experience Level. • Determine the NCM.
• Repeat for the next PLT HQ • Draw an Action card to determine if the fire is effective.
3.3.2c CO Staff Impulse • If the unit is hit, draw another Action card to determine the hit’s
• Select a CO Staff not activated in 3.3.1, give it one Command. effect based on the unit’s experience.
• Save that Command or expend it (and any saved
Commands) on units up to the max per turn according to 3.8 Clean Up Phase
Visibility and Experience Level. • Remove Pyrotechnic, Smoke, Illumination, Exposed, Moved/Fired,
• Repeat for the next Co Staff Concentrated Fire, Grenade, and Grenade Miss markers.
3.3.2d General Initiative Impulse • Evacuate casualties from Casualty Collection Points.
• Draw an Action card and expend on any units a number of • Shift/cease fire of enemies firing at cards without valid targets.
Commands equal to the unmodified Initiative Commands. If it’s • If a Defensive Mission, remove any unresolved PC markers.
a Combat Patrol, halve the number first (rounding down). General • Adjust VOF, PDF and Activity Levels as result of 3.7.4 and 3.8
Initiative Commands cannot be saved.

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